Brewmaster Monk M+ Guide - Legion 7.3.5

Welcome to the Brewmaster Monk M+ guide! This guide covers everything about Brewmaster Monk in M+ dungeons including talent choices, trinkets, legendaries and specific Brewmaster Monk tanking tips and tricks for M+ affixes and dungeons. The Brewmaster Monk guide is written by Jason, who streams on Twitch.

Talents

There is a base set of talents that is generally aimed at doing high damage while gaining CC and a defensive. While some talents are set, others can be changed based on the situation. Dungeon-specific talent advice (if applicable) will be found with each dungeon.

Tier 1

真气爆裂 - Does moderate damage in AoE situations but is not always intuitive when to use if you are not familiar with its cast time or your priorities in AoE. Can also be used to generate threat from range by sniping enemies. Be careful where you direct this as it travels very far and can easily pull despite best intentions. Can also bounce off of walls (sometimes)

真气波 - Not enough damage or healing to be worth using over 猛虎之眼, especially at the cost of a global.

Tier 2This tier is generally based on feel and there is no “right” for all situations.

真气突 - Greatly increases distance of 滚地翻 and adds a movement speed increase. This is a personal standard, it will cover the most distance in indoor dungeons as well as provide snap repositioning. The buff can be refreshed at 1 stack at the end by using 真气突 in the last second of the buff, extending the move speed increase. Be careful not to launch off ledges or hills when using this if that is not the intent.

迅如猛虎 - Castable on any friendly player, (including yourself). Can be extremely useful in situations where highly damaging debuffs can be removed or to free yourself or others from a bad situation ('s 奥术锁定, Eye of Azshara miniboss 's 魔法禁锢 are good examples of big brain dispels.)

动如脱兔 - Will not be as much of a general speed increase for travel as 真气突 but is more controllable short range movement in tight areas.

Tier 3

玄牛酒 is the only choice. It provides more Brews than 光明之酿 and the healing from 迷雾之赐 isn't even close to enough to miss this talent. 玄牛酒 should be used ideally when low on energy and out of brew charges. This is an ability that needs to be used fairly close to on cooldown to get the most benefit from it, though it can be saved for a short while to gain the use of multiple Purifying Brew to recover from very high damage.

Tier 4

平心之环 - Incredibly useful and unique utility, there are a plethora of situations where this ability will shine. To give a few examples of its usefulness, it can be used as a defensive by placing it between you and your enemies so they can't melee you. It can be used to block the path of many enemies to both keep them still and to group them up. Using Ring of Peace does not cause enemies to pull and it can be used to knock enemies away from their normal routes or stationary positions when combined with other CC, adding potential skips that may otherwise be much harder or impossible. Is not always more useful than a 5 second stun.

玄牛雕像 - Can be nearly mandatory during Skittish week when running with better geared DPS; AoE taunt in conjunction with 醉酿投 or 爆炸酒桶 will provide a massive amount of snap threat. Not generally useful outside of the Skittish affix.

扫堂腿 - If your group doesn't have 1 or 2 medium-long duration AoE stuns, this is generally the correct choice. Stuns are too powerful when making large pulls and being the only tank to bring a 5s AoE stun to the table is a great bonus.

Tier 5

躯不坏 - A very strong 2 minute cooldown defensive, essentially required for high keys due to Brewmaster's lack of cooldowns. This should essentially always be the choice for high M+.

神秘活力 (Soul Ring) - 醉拳 is only 40% effective against Magic Damage while this talent increases that amount to 56%. To give some context, with 铁骨酒 active we take 68% of Magic Damage up front and 32% over time. With Mystic Vitality, that changes to taking 55.2% of Magic Damage up front and 44.8% over time, a 19% decrease to the damage taken upfront. This is an important talent but one that should almost never be taken here. Our other option is too important and this can be taken mid-dungeon when necessary by equipping 大宗师之魂.

Tier 6

碧玉疾风 deals ticking damage in an AoE around you. This talent is the correct choice for all situations. It is the highest AoE DPS choice compared to its competitors and the difference between having another talent versus having this one will often mean the difference between having zero and some threat on enemies as you attempt to pull and collect everything, a vital difference.

Tier 7

迷踪步 - Gives a 7/14/20% increase to dodge and damage for 6 seconds after using 活血酒 based on if the stagger debuff was green/yellow/red. Extremely strong choice where increased Dodge chance also reduces your damage taken by a significant portion (large non caster packs, hard hitting melee bosses, etc.) Aim for a much higher amount of haste than normal to increase uptime on this buff.

幻灭连击 - Learning to play with 幻灭连击 is one of the primary challenges of Brewmaster. This is by far the strongest ST talent available and is still strong in most trash packs since the large increase in ST allows us to focus high priority targets very hard. This should never be used on 活血酒 or 火焰之息. 猛虎掌 should always be the default choice, especially in Single Target. 醉酿投 can be empowered if you need to 醉酿投 right away for whatever reason. Empowering Ironskin Brew has very interesting possibilities but is still extremely niche in its usefulness.

坚定不屈 - Increases the amount you stagger to 50% base, 85% w/ 铁骨酒. Also increases haste by 5/10/15% based on if the stagger debuff is currently green/yellow/red. Not a good choice in general though can be used in bleeding edge keys to survive one shots. Otherwise choose something else.

Stats

Crit - Passively increases healing received with 天神护佑. The clear cut best choice offensively, a good stat to aim for when going for high damage output or when taking consistent but low damage that can be healed through.

Mastery - Increases the effectiveness of 醉拳大师. This stat scales extremely well in low target situations since you are able to gain stacks of your mastery from hitting targets with 火焰之息 and using 幻灭猛击. Close to crit in offensive throughput, useless against magic damage defensively.

Versatility - The only stat that can directly mitigate magic damage as well as other unavoidable burst damage. Close to crit in offensive throughput, a reliably useful stat in every situation.

Haste - Reduces the cooldown on 醉酿投, 碧玉疾风, both brews and increases energy regeneration. There is no required amount of haste except that you are able to maintain a rotation with your energy regeneration and you are able to use brews as you need them. Too much haste can feel bad when running 幻灭连击 however as Monks already have a locked 1s Global Cooldown and need to use 幻灭连击 -> 猛虎掌 ⅔ of all globals in ST. I personally aim for around 15-19% for general purposes when running 幻灭连击 but would lower it for pure ST DPS to about 14%. This is by far our weakest offensive option after reaching a around 14% in ST but is closer to the other stats in AoE DPS.

Avoidance - Greatly reduces the damage taken from AoE abilities. This is point for point the most broken stat in the game by a wide margin against damage it affects. The general rule for is if the ability can in any way hit multiple targets, the ability is mitigated by Avoidance. Caps at 20% or 2200 rating.

Leech - Very good contribution to healing, especially during AoE packs. Potentially worth dropping some ilvl to gain Leech but within reason.

Speed - Not very useful in combat but save pieces with Speed to build a speed set for traveling between packs. Try to avoid swapping active trinkets if you wish to keep them from activating a 30s cooldown.

Relics

Base Traits

迎面铁掌 - To say Brewmaster is reliant on a specific artifact trait is an understatement. Our reliance on the 迎面铁掌 trait matches or exceeds any other spec's reliance on a single trait for their damage and is worth many many item levels, especially in ST. This loses value when taking 迷踪步 or 坚定不屈 but is still superior to other options for damage.

暗影连结 - Very high damage and healing, the best overall trait available here by far.

折射护盾 - Purely defensive but the best available defensive choice as its throughput is the highest and absorbs are almost always better than heals.

暗影大师 - Only worth mentioning because of the Avoidance it provides. Avoidance should ideally be found on gear but this can be a consideration, especially if your other choice is poor.

Legendaries

Brewmaster Monk Legendaries allow you to switch from a high damage to a very defensive build, especially when dealing with magic or other burst damage.

Used in Most Dungeons

风暴烈酒的背水之战 - This is the most powerful offensive Legendary available to Brewmaster Monks. This is a piece that should be equipped whenever possible as it is a great ST and AoE DPS increase.

萨萨拉比姆遗失的外套 - A strong offensive Legendary, especially in AoE situations, this is a piece that can be worn against packs you do not feel threatened by.

大宗师之魂 - Grants the 神秘活力 talent. This powerful defensive legendary will smooth out magic damage and is a standard choice against high damage magic attacks.

阿克蒙德的重生之恨 - A good offensive and defensive choice, the short cooldown absorb can be used simply to help your healer catch up or to prevent one-shot mechanics. Can be used during 壮胆酒 for a larger shield and damage.

Occasionally Used

铁砧硬化裹腕 - A potentially very powerful defensive legendary, this is a piece that works best with large amounts of trash, especially when using the talent 迷踪步.

盖平的舒缓腰带 - This is a piece that work best with large amounts of trash and combo well with 铁砧硬化裹腕. This combination of legendaries can allow for very large pulls since we will be able to purify our stagger very often.

Rarely Used

原初观察器 - Greatly increases the usability of 禅悟冥想 and provides a lot of stats but is not typically a better choice than other legendaries. Can be useful if you have to cast 禅悟冥想 while being attacked or while moving.

共生刺细胞生物 - Drastically increases damage to targets above 90%, only better than other options on Odyn.

塞弗斯的秘密 - Useful for speed sets, not a good combat legendary in most situations.

Trinkets

Trinkets are a very flexible spot for Brewmaster Monks to tailor our gear correctly to the situation. There are more options out there but these are the ones that are most commonly useful.

蒂玛的冰河护盾 - A main stat trinket with a very powerful on use that does good damage, slows, and greatly reduces the physical damage you will take for 12 seconds. There are very few situations where this trinket won't be one of your best choices.

阴影月刃 - The strongest AoE DPS on-use trinket in the game for us, make sure you can keep the enemies still inside when it is active.

变质的构造体核心/缚恐魔枢: Offensive trinkets that greatly increase AoE damage output. Both choices are close though 变质的构造体核心 is preferred.

阿格拉玛的信念 - Essentially a stat stick, this will likely have the highest possible stat contribution a trinket can have when fully upgraded.

诅咒者的骨匣 - A stamina trinket with a very large on-use absorb shield. This is the most powerful and most useable defensive trinket that is not a legendary.

法尔格之眼/沙图格之眼 - Passive armor from 法尔格之眼 is less than 暗月套牌：不朽 but much more agility and consistently the same level of armor. Can switch it to the Stamina version for magic damage.

蠕动的黑暗之心 - Passively reduce all damage done to you by targets that you crit. It is very easy to maintain the stacks of the debuff on nearby enemies when using 碧玉疾风. Will not provide as much defense against physical damage as 暗月套牌：不朽.

裂隙世界法典 - A mostly defensive trinket, will contribute decent healing over the course of a dungeon. Will not provide as much defense against physical damage as 暗月套牌：不朽.

颤栗之喉的颚骨 - Should you be lucky enough to receive a decent ilvl version of this trinket you will have arguably the most insane 2nd trinket in the game for DPS on large packs. Unlike most on-use trinkets, this will not put other trinkets on CD and can be combo'd with another on-use like 阴影月刃 or 蒂玛的冰河护盾.

Situational Trinkets

Stat Sticks - All stat sticks can be used offensively while providing some defensive benefit. Refer to Stats Section for comments on what stats are best for each gear set, but for general offensive purposes ilvl will win except with haste which will be weaker if at or above a comfortable amount of haste.

命令之眼 - A pure ST DPS trinket, the single most powerful offensive choice against a single target.

废灵余烬 - A weaker version of a versatility stat stick, grants a very high chance to interrupt an enemy when they deal magic damage to you. This is very useful on and will reduce the chance you will need to interrupt 穿刺飞弹.

阴燃之泰坦结界 - Gives an absolutely MASSIVE shield but you are unable to cast or move while using it and it only lasts 3 seconds. Is also on the GCD so you need to stop pressing your rotational buttons for a moment to use this. Very difficult to use but if you need to absorb massive amounts of damage in a 3s period, this is the only choice.

Tier Sets

The only set with bonuses worth pursuing is T20.

Monk T20 Brewmaster 2P Bonus will generate a lot of extra healing for you, especially in combination with 铁砧硬化裹腕.

Monk T20 Brewmaster 4P Bonus can greatly reduce your damage intake over time, though the initial effects are not as obvious as the 2pc bonus.

These are not worth wearing all the time but are absolutely worth wearing on dangerous packs or bosses that test your survivability. T21 should be pretty easy to get and the Monk T21 Brewmaster 2P Bonus is sometimes helpful when dodging mechanics, but most of the time you can skip it for ilvl. Only in some rare situations is Monk T21 Brewmaster 4P Bonus worth considering any drop in ilvl for.

Mastering Brewmaster in M+

When approaching tanking in Mythic+, a Brewmaster cannot treat it as a straight up fight. There are so many situations where gear and twitch skill are not nearly as important as having a good plan, clear communication, and making clever use of the tools you and the party have available. Consider what a Brewmaster brings over other tanks for a moment. Beyond a choice between a 5s stun and Ring of Peace Brewmaster utility can be seen as somewhat lacking when pushing high keys. This isn't wrong if all you believe utility to be is spells that don't do damage but help your group in some way, most other tanks will have more to augment their group indirectly.

The power of the Brewmaster goes beyond that, capable of taking on and surviving for long periods of time against overwhelmingly large packs that would send other tanks running. Our burst damage is second to none among tanks, especially when using 风暴烈酒的背水之战, and we retain our trademark physical damage tankiness while doing so. If we ever do find ourselves in an unwinnable situation, our mobility and constant slows from 醉酿投 lets us kite and poke from range. No other tank is going to come close to our damage while kiting, it's just not possible.

It's not all great for Brewmasters of course. Though we are very safe from getting nuked down compared to other tanks, we also require near constant healing on tough pulls, even if we begin kiting, due to how our 醉拳 works. On top of that our ability to pick up loose enemies is severely lacking as our AoE abilities are targeted (醉酿投), weak ticking damage in a very small range (碧玉疾风), or a short range cone (火焰之息). Because of this, grabbing loose or spread enemies works a lot like old school tanking where you are targeting each enemy and hitting them hard before moving onto the next.

Abusing the strengths of a Brewmaster while understanding their limitations is what will make a Brewmaster great and capable of competing with other tanks at the highest level.

When approaching a pull you should consider a few things when deciding how aggressively you want to pull. Once you used to making this assessment you'll be able to thing 2-3 pulls ahead and start really understanding the best way to approach each pull.

Will pulling aggressively put the rest of the group in danger from their abilities?

Will these affixes make a pull overly complicated or difficult?

Do I have the CDs needed to take on a large pull or do I need to be saving them for later?

For Brewmasters to pull big we don't necessarily need our CDs to survive since ultimately we are very capable of kiting and are naturally extremely tanky compared to others when it comes to surviving the quick bursts of a large pack. Indeed, your CDs should be seen as a way of delaying your kite rather than preventing it. That said, if there is ever a pack that you cannot kite for some reason, whether it be they will begin attacking the group or space is too limited, and the pack is dangerous to you you'll want to save something so you can stay in and fight. Our cooldowns are very limited in number but are quite powerful and using these well is of vital importance.

躯不坏 will often get all or most of its value in high keys in almost any situation since the damage of those keys is so high. This is most useful for when many abilities are overlapping or when you're taking high magic damage. It only lasts 10 seconds but a perk of Brewmaster is that a cooldown like this helps your healer catch up to your stagger and then sets you up for an easier time afterwards meaning the effects can be felt for quite some time afterwards.

壮胆酒 is arguably the most powerful CD in the game when it comes to M+. Beyond the already impressive effects of the ability itself it also triggers the Artifact trait 胆略. All these layered damage reductions multiply your effective health several times in many situations and will let us face tank an absurd amount of enemies. Do keep in mind that as you add magic damage to a pull this becomes a bit less of an I WIN button, but still very strong. If using 阿克蒙德的重生之恨 you can time the use of it for the very end of 壮胆酒 when you have more HP for a larger shield and more damage.

禅悟冥想 needs a mention as a very niche but powerful cooldown. Obviously the limitations of the spell itself restrict where this will be useful. Even if wearing 原初观察器, you are also unable to dodge while channeling this spell making it ineffective against melee attacks when compared to simply playing normally. This spell can be used for a split moment to reduce the damage of a single powerful attack or to reduce incoming magic damage for much longer than that.

爆炸酒桶 can typically be used as an AoE damage filler but has potential to be a potent CD when used well. What this spell hits is determined by what was in its targeting reticle when it was cast, not what is present when it lands.

Unfortunately when it comes to Brewmaster there are very few set rules when it comes to brew usage and kiting that can be universally applied outside of the general rules for Brewmaster in any content.

Don't let 铁骨酒 fall off and if you do start kiting until you can activate it again.

Don't overcap on charges of your Brews unless you are saving purifies for a pivotal moment and you already have a long duration on 铁骨酒.

Keep 沸腾血液 up, especially against bosses, since it is free damage reduction.

Line of Sight (henceforth referred to as LoS) is an important positioning and defensive tool that sees a lot of use in M+. Simply put this just means going out of an enemy's vision so their casts fail and they are forced to run to you.

Take a couple steps away from packs of stunned enemies when they are coming out of CC so you are not taking every melee at once.Use your 延时之力药水 early and often as it is a big increase throughout the dungeon. 上古战神药水 is superior in ST..

Not exactly a tanking tip but generally speaking most places you would do an invis skip you can do a death skip as well utilizing 故障检测晶塔 or having just your healer stealth/invis and rez everyone afterwards.

Ultimately playing Brewmaster in high keys requires practice to get a feel for how your brews should be used since the combination of proactive and reactive play using a competing resource just isn't found in other tanks like it is for us. If you feel yourself taking too much damage on a pull consider what it is that hurting you and try to tailor your stats to it a bit more. Consider changing your trinkets or legendaries to better handle the pull. These may help some, but learning how to use your brews efficiently will make a bigger difference to you than any gearing advice. Engross yourself in the Brewmaster, run a lot of keys, and this skill will come.

Macros

There are not many Brewmaster specific macros that are particularly useful, but definitely plenty of general macros that should be on your bars.

Mouseover Marking Macro (Simple)/run SetRaidTarget("mouseover", 1)This will mark your mouseover with Star. You can change the 1 in the macro to use other marks.

Mouseover Marking Macro (Advanced)/script if (charm == nil) or (charm < 8) then charm=9; end; charm=charm-1; SetRaidTarget("mouseover", charm)Originally used for marking adds on Il’gynoth, this macro will cycle between marking your mouseover with a Skull and an X, letting you quickly mark up to 2 targets on the fly. This can be edited to allow for more marks to be cycled through before it resets by changing the 8 to a smaller number.

Extra Action Button/click ExtraActionButton1There are a lot of situations where you will need this macro if you do not have a specific bind for your extra action button.

Use Trinket(s)/use 13/use 14When doing a lot of gear swaps you want to have your trinkets bound in macros like this rather than binding the trinkets themselves.

Useful Items

故障检测晶塔. Place this on the group if a wipe is imminent, whether on purpose or by accident, but make sure you are out of range of other enemies as you will be resurrected with 1 HP. If you have died more than once recently it will take a little time before you can accept the rez. Cancel this rez If a healer is rezzing you since having this one pending will cause theirs to fail.

天行药水 gives such a large speed boost that it allows for creative and safer pulling since you will outrange anything you pull in an instant.

焦糖鱼宴 gives 1% versatility after only 1 second of eating as well as restoring more health and mana per second than any other available food.

Engineering Enchants/Items (钴质破片炸弹/腰带炸弹, 高弹力衬垫) bring extra CC or movement options and are generally very useful in many situations.

Addons

OPie can be used to bind many things to one button and use your mouse movement to determine which thing you want to use. Gear sets, mounts, and target/world markers are all very easy to use with OPie.WeakAuras 2 is the most commonly used addon among raiders and M+ players because of its ability to track and do all sorts of amazing things. BigsWigs/LittleWigs can be useful as an already existing repository of timers and important cast notifications, especially if just starting out. DeadlyBossMods has similar tools as well.RangeDisplay can show your approximate distance from your target, your mouseover, your focus, and your party. I have this in the middle of my screen for my target and for my mouseover the range will follow my cursor.

Specific Affix Advice

Try to avoid pulls containing enemies with differing levels of health. If you must pull these together you should focus high health enemies down 1st.

Avoid chain pulling and watch for patrols that come in late to avoid high health 激励ed enemies.

死疽溃烂 is applied on each successful melee attack against you. When you drop combat this debuff will instantly fall off.

Handling Necrotic as a Brewmaster requires a lot of foresight since we take a lot of our incoming damage over time. Know which pulls will stack this debuff on you quickly and kite early as high stacks of 死疽溃烂 when combined with even moderate amounts of stagger can result in death.

Try to pool 玄牛之赐 orbs so that you can burst yourself to full and clear the debuff rather than taking them over time.

Eat food out of combat to clear Grievous since your healer may need to drink and you may still be taking stagger damage.

斗士大餐 can be effective against Grievous, especially since it also increases the regeneration you get from food with static health restoration amount (风干鲭鱼丝 benefit from this while 魔法汉堡 does not)

Eat food out of combat to to help your healer recover from many stacks of Bursting.

斗士大餐 can be effective against Bursting if you begin eating right away since the 1st tick of food with static health restoration (风干鲭鱼丝) should heal you before the last tick of Bursting, potentially saving lives.

Volcanic won't typically spawn in melee range unless there is an enemy that is far away from you. Getting hit by one hurts a lot though so watch your feet if dealing with distant enemies.

Specific Dungeon Advice

扫堂腿 and 平心之环 both shine in this dungeon with the former being great on trash before the 2nd boss and the latter being great for trash on trash between the 2nd and 3rd bosses.

TrashUse an Invisibility Potion to skip the trash before the 1st boss. All of this trash is dangerous, inefficient, and unnecessary.

The boss is not dangerous if its abilities are dodged, use a full offensive gear setup.

Pull the boss from the middle of the room and face it to a wall.

Avoid standing in 灵魂回响 when they are exploding. There is a significant delay in them spawning and exploding and do nothing otherwise so you can move through these to dodge 收割灵魂.

Slow and kill s. It is possible to root a ghost with 纠缠根须 from a Druid to prevent the boss from casting 灵魂爆发 until it hits 15% HP. The ghosts are vulnerable to most CC. The boss will gain 灵魂吞噬 for each ghost that reaches him.

TrashThe trash leading up to the next boss deals very high tank and group damage. Ideally your group will be out of range of many abilities of the next several packs which will mean you are the primary target of all outgoing damage. Be sure to pace your defensive CDs throughout the hallway below the 2nd boss room. A strong dodge set w/ 铁砧硬化裹腕 and 风暴烈酒的背水之战/盖平的舒缓腰带 along with armor trinket like 暗月套牌：不朽/法尔格之眼 and 蒂玛的冰河护盾.

s apply the magic debuff 灵魂毒液 with their melee attacks. This damage is insane at high stacks, keep yourself faced towards s to limit the number of stacks you are receiving. Make sure you are dispelled once all the spiders die or earlier. Do not stand in the green death explosion.Sanguine: Avoid letting the spiders die in the middle of the staircase while your group is behind you or you may have to wait for the pools to despawn before advancing.

s will attempt to cast 碎骨打击 at the tank's location. After a successful cast they will cast Commanding Shout, buffing other nearby enemies.

Bolstering: Champions have much more health than other enemies and should be the primary target.

's 利刃之舞 should be interrupted with any form of CC if there are DPS in range of its damage. cast 奥术突袭 which should be interrupted every time possible with the group's kicks. The 50% increased damage buff from successful casts can be spellstolen by a mage.s are incredibly dangerous to the rest of the group with their 射击 ability that targets random players. These need to be the primary focus if there are other players in range of them. They will jump and cast 箭雨 towards the tank's position, potentially compromising the positioning of your group if attempting to outrange 射击. Try to move the archers away from your group if they jump that way by moving out of line of sight and drawing them to you. Be wary when doing this as you will also be out of line of sight and range of the healer. Melee are at an extreme disadvantage against these enemies and can only safely DPS with strong defensives and during CC.

Sanguine: It can be difficult to move archers out of Sanguine without moving out of line of sight of them and possibly your healer. Try to avoid letting other enemies die on top of them.

's only ability will target the location of the closest player and teleport to it after a short cast, dealing large amounts of damage to those still in the area. This is their only ability and they will spam it as long as someone is in LoS. Make sure you are always the closest person to it and keep it from jumping into ranged or your melee.

Bolstering/Sanguine: Arcane Minions have by far the lowest amount of health of all trash in these packs. Avoid having it die in the group or hard CC it out of the group or with banish to prevent complicating the pulls.

's only ability 嗜血跳跃 causes these to jump on random players within range and deal its damage when it lands. This can be interrupted midair with a stun, displacement, or some other CC. Timing a stun on an early jump can greatly reduce the challenge of pulling this. is a copy of with more health. He and his pack of two s and two s will pull moments after the previous pack was defeated.

Tank damage is high when she is down, use an armor trinket and 阿克蒙德的重生之恨.

Always have 铁骨酒 active when she uses 复仇之剪 or you will take 100% increased damage for 25 sec.

复仇之剪 hits very hard and can easily kill you if the healer is getting overwhelmed with group damage. Space out cooldowns to always have something to react to a 裂魂 with if too low to survive it.

When she retreats to the air she will spawn a Risen Arcanist to the left inside the room and a (a copy of Soul-torn Champion minus Commanding Shout) outside of the room to the right. Pick these both up quickly and move them towards the boss. You can pick up the by jumping and Keg Smashing as he is running towards the gate.

Keep the Risen Arcanist interrupted and face the Risen Vanguard towards the edge.

Keep the boss away from green pools left by 眼棱 during 邪炽冲刺 so your group can position properly.

TrashThe next 2 hallways can change radically with different affixes. When pulling large you will generally want to have 壮胆酒 up for the bulk of it before you begin to kite. Kiting in these halls is very effective and if you are using 平心之环 you can distance yourself from danger while still keeping everything still and grouped up.

s are worth a special mention. Many of these populate the hallway immediately after the 2nd boss and how you, as a tank and as a group, handle them is key to success in this hallway. At 50% the scavengerss will begin casting “饮用”古代药水 that will transform them into one of three possibilities. Delaying the success of this cast through the use of stuns and other CCs is HIGHLY ENCOURAGED

Gaining 消化不良 will cause the Scavenger to channel 消化不良 initially faced towards the tank. These need to be faced away from the group before the channel begins but can easily become desynced which means one will start channeling on you while another starts targeting you with its own cast. This can repeat and may force you to eat the damage for a time to make sure the cones are faced away from your group. Stuns or other CC can be used to interrupt their casts if they are faced the wrong way.Sanguine: Because their primary ability is a very long channel time cast they will be primarily standing still. You can force them to jump by going far enough away from them or displace them using 平心之环. Do everything you can to prevent other enemies from dying on these.

Gaining 躁动 will cause the Scavenger to channel a whirlwind type ability and fixate random players. Getting too close to these will knock back and deal high damage. There is not a lot to do about these as tanks except to keep them slowed with 醉酿投 and potentially keep them away from allies with 扫堂腿 or 平心之环.Gaining 狂暴药水 will cause the Scavenger to get very large and start melee attacking extremely fast. These do a lot of damage but they will also rapidly lose health and die if they get this buff.

Sanguine: Kite these away from the rest of the pack to avoid dropping additional early pools on channeling scavengers.

Bolstering: Stop hitting these immediately to avoid buffing the rest of the enemies for as long as possible. If the damage is too high you can easily kite, they will be slow.

will deal extremely high tank damage with its cast 猛攻. This can be out-ranged if you are more than 15 yards from the caster during its channel. These will enrage at low health.

Bolstering: Bladelords have the most health in this hallway and should be the focus.

s are only worth mentioning because of their health, half that of a which means they will die to AoE right when scavengers are beginning their cast to transform. They have no abilities except they will jump to you if you move too far away.

Sanguine: If using 平心之环 you can knock the scavengers out of the pools when tricksters die early to AoE. If you lack proper knockbacks your group may find it easier to CC these and/or just pull more slowly.

Bolstering: Avoid pulling tricksters with large packs or make sure DPS is completely focused on other targets. Pull much smaller if your AoE is not controllable.

are the primary enemy that controls the large amounts of constantly spawning from upstairs. 可恶的蝙蝠！ will force bats to fixate a non-tank. Make sure the bats that are streaming down are always picked up and slowed so the fixated player can easily kite away. They will also cast 邪能狂乱 which can be interrupted where possible. If pulling all of these at once it will not always be possible to interrupt every cast and tanking will not be an option once enough buffs go out. You can use 平心之环 or other CCs and displacements to group up the bats with the Dominators and AoE them down.

Necrotic: Bats attack quickly and will overwhelm you with 死疽溃烂. Use 平心之环 to keep them away from you and always keep them slowed with 醉酿投. Let 死疽溃烂 drop by kiting if you get too high on stacks.

The boss deals very high physical damage throughout the encounter. High mastery is a huge bonus on this fight along with other armor increases. Special consideration to T21 2pc and 萨萨拉比姆遗失的外套. Either one or both will make soaking 怨恨冲锋 for your group much easier to perform reliably.

Will target another player with 怨恨冲锋. This ability can be intercepted and is dodgeable which means Brewmaster can soak and dodge every single one by using 幻灭猛击 and 火焰之息 to gain Mastery stacks. You can also potentially turn your back to the boss on melee swings leading up to the cast if you lack the requisite gear to quickly gain enough Mastery stacks. However at that point you may wish to have another player soak one with an immunity or strong defensive.

When targeted by 邪能呕吐 try to line it up with the edge of the room to conserve space as there will be a long lasting trail of green that goes through where you were when the debuff faded.

大地践踏 deals very high damage and is a good place to use a cooldown if the healer is getting behind.

There is technically a tank ability 野蛮强击 that he will cast when he reaches full energy. He gains energy based on the damage his melees do to the tank after damage reduction, including stagger, and will never gain enough energy to cast this ability from hitting a Brewmaster Monk thanks to every melee being dodged/parried or reduced by 75% minimum.

TrashThere are only 2 types of enemies left before the final boss and both of them are easier to deal with when there is space to move. Whether you pull big or not, try to fight in a space where you can easily dodge and outrange the enemies' casts.

have a single cast, 致命一击, that deals very high tank damage. This can be out-ranged by moving 15 yards away or just tanked if there are few of them going out at once. These can easily get synced up on a large pull and taking the damage of many at once is not advised.

have a single cast 渡鸦的俯冲 that needs to be dodged. Use CC on early casts to get them more synced up. If they are all jumping at the same time it becomes much easier to dodge as long as the group is either very spread out or tight together. Sanguine: Make sure your group knows to avoid standing behind Sanguine pools so these don't jump over and walk through Sanguine.

Bolstering: Focus these as they will invariably jump out of the pack and lose out on AoE damage. Try to keep them grouped and stunned as much as possible.

Tank damage is very high in the 1st phase but very low in the 2nd. Consider wearing an armor trinket but you should be able to last through the 1st phase using your CDs even in full DPS gear.

When 剑刃旋风 is being cast on you, point the boss towards an edge and move out of the way when the cast is finished.

无失之剪 deals very high tank damage, especially later in the phase. Use cooldowns to survive this phase as 玄牛之赐 healing is very powerful in the final phase of the boss.

When Kur'talos reaches 20%, will kill him and become active. For the 1st 15s of this phase he will melee extremely hard and the 1st cast of 暗影箭雨 will require a strong defensive. 禅悟冥想 is the best choice here but he can interrupt the channel with a melee even during his cast. Move away from the boss and then use 禅悟冥想. After this cast the group will gain 拉文凯斯的遗产. VERY IMPORTANT: IF A PLAYER IS DEAD WHEN THE GROUP RECEIVES THE LEGACY OF THE RAVENCREST BUFF THEY WILL NOT RECEIVE IT FOR THE ENTIRE ENCOUNTER, RENDERING THEM USELESS. IF A PLAYER DIES TO SHADOWBOLT VOLLEY THEY MUST IMMEDIATELY BE REZZED!

Focus down 针刺虫群 if not targeting you as it will deal extremely high damage to its target. If you are the target, keep DPSing the boss and move side to side to pick up constantly spawning 玄牛之赐 orbs.

平心之环 and 扫堂腿 both have their moments to shine, though if you don’t have a stun you should take 扫堂腿.

TrashThe early part of this dungeon is littered with patrolling enemies as well as a miniboss that, once activated, will run around the entire lower ring until he is engaged and killed. Take care in pulls that you know what may jump on your position. Tank damage is not high unless taking unnecessary hits so a high AoE DPS set is good here.

will stand to the side and will not attack you until it is pulled or if anyone begins walking down the hallway to the right, which will cause it to run around the lower level. Has one ability along with a large amount of health. His cast 暗影波 will target a random player and must be dodged and the cone grows very large so standing super far away is not advised. On most affixes, it is wise to pull this before pulling anything else and pulling it to the side with 碎玉闪电 and having your group stack against a wall to bait his first cast of 暗影波 to the wall as it will cast only a few seconds after he is pulled. After this you can pull the rest of the room (not the enemies fighting on the left, they are not worth anything to kill and will not pull if left alone.) Immune to CC. Bolstering: Because he has 250+% more HP than anything nearby and should be pulled alone until it is at about 50% HP.

will cast 邪能打击 that can be avoided by moving when it finishes. It will point at players so if it targets you, do not face it towards other players. will channel the ability 暗影墙 for 10s. All other enemies need to be moved away from its protection or the cast needs to be interrupted.

Sanguine: Be sure to interrupt these casts quickly late in a pull to prevent them from healing while they can’t move.

will cast 邪能箭 which can be interrupted but deals low damage and can be ignored. They have another cast 恶魔愈合 which cannot be allowed to finish. will leap to other players with 暗影之牙 followed by a cast of 吞噬魔法. Avoid stunning them together as they can easily one shot a player with 暗影之牙 if they get synced up. s are present throughout this floor flying in the middle of the room or stationary on the ground. Their only ability 暗影横扫 can be dodged by moving backwards a few yards. Do no turn these towards your melee while they are casting.

Bolstering: These have about ⅔ the HP of anything else on the floor, avoid pulling more than a few with a single pack.

is a single patrolling enemy that flies a set path. It has the same 暗影横扫 ability as the s as well as another cast 恐怖嚎叫 and must be interrupted. will cast 毁灭横扫 toward the tank that can be moved out of before it finishes casting. It will also create a large bubble that will increase the haste of everything inside it, friendly or not, but will also do a large amount of ticking damage to players. Move everything outside of these bubbles when they spawn.Beginning on the second floor are new enemies. A single 3 pack waits on the stairs but these can be skipped if running 平心之环 by dropping it in the door they come out before they do. stacks a poison debuff 倒刺荆棘 on its threat target as well as cast a 精神控制 ability 诱惑香氛 that needs to be interrupted. The poison can and should be dispelled by you as a Brewmaster Monk every couple of stacks. will cast 邪恶根须, creating green circles on the ground that must be moved out of. It will cast 实木冲击 which will likely instantly wipe you and must be interrupted with CC.

Bolstering: If you do pull this with anything else, note that it has at least 43% more HP than anything on this floor and must be focused.

has 3 casts, 2 of them must be interrupted. 邪能箭 can safely be healed through and ignored. 灼烧之雨 will likely wipe you if it is allowed to channel for more than an instant and must be interrupted. 邪能恢复 must also be interrupted.

Bolstering: Has the most HP of any enemy in the room aside from . Focus these down over Lashers.

will fixate a player and chase until it reaches them, where it will explode after a short cast and deal lethal damage to nearby players.

Bolstering: Very low HP, should be CC’d and killed at the end of the pack.

will periodically spawn a green puddle of Toxic Pollen that needs to be moved away from immediately. moves very slowly and will channel an ability 窒息藤蔓, pulling the player in slowly until they have moved far enough away from where they were. A quick note about breaking this, if you were 20 yards from the when it casted 窒息藤蔓 on you you would need to move to 40 yards away it to break the channel. The channel can and likely should be interrupted with stuns or knockbacks.

Sanguine: Because these move very slowly you should move other enemies away from them when they are dying. Use 平心之环 to displace the if it gets stuck in a pool.

Damage on the tank during this fight is mostly physical including the anti-tank ability 丛林猛击 that Brewmasters shrug off unlike any other tank. The real damage from this fight comes from the that is spawned periodically on top of the boss. This add will melee far harder than the boss itself and is the most dangerous part of the fight for a tank beyond the healer getting gripped away by 窒息藤蔓 at the wrong moment. That said, a defensive set is not necessary if the add is handled correctly. Consider using a strong armor trinket like 暗月套牌：不朽 or 法尔格之眼.

Do not let a reach you. If it is closing in, 醉酿投 and put some distance between you and it. Explosive: Fel Explosives may spawn from these when they activate.

When the spawns, get threat on it and either use 扫堂腿 at the end of its cast to delay it, or place 平心之环 between you and the Lasher after it finishes its cast. It melees much harder than the boss and should be locked down as much as possible and killed quickly.

The healer will have a lot to heal through towards the end of the fight because everyone will be at max stacks of 毒性孢子. Space out cooldowns to cover as much as possible with single cooldowns late in the fight. In particular, using them when a 丛林猛击 is about to hit, a is hitting you, or if the healer gets gripped away from you.

Trash

After the 1st boss, there are a pair of patrols and a small pack of enemies found in the previous room that can be skipped or killed for %. Up the stairs are only 3 types of enemy. Avoiding the miniboss while pulling the rest of the trash is a must on some affixes. Pulling small enemies out of the large room by LOSing to the left or right of the stairs is an effective strategy for grouping them up. Use 平心之环 at the top of the stairs to group them up more quickly. Taking a lot of damage should not be part of the plan for this trash so high AoE DPS gear is ideal.

has a single cast 邪能箭 that wouldn’t be scary in small numbers but can be overwhelming in these pulls if allowed to cast. A CC chain should be used on these. If needed you can set your 魂体双分 behind LoS and teleport if out of CC and no CDs are available.

will periodically cast an ability that throws 2 copies of a possible 3 books on the floor, each with different effects. , , and . The 1st 2 can be moved away from and AoE’d down but the 3rd must be CC’d or killed before its cast 召唤畸体 finishes. If it finishes you will need to tank the resulting , a very high HP, highly damaging enemy worth no %. The channel can be interrupted with any CC but If this is allowed to spawn it can potentially be killed but should likely be allowed to despawn after 45s. Bolstering: These have slightly more health than the imps but can easily gain a tremendous amount of health with the quantity of imps in these pulls. Focus these down.

will cast a 邪能眩光 at the tank’s location, move out of this before its cast finishes. Turn your character away before it finishes 眩目闪光 or best case you will be incapacited for 6s. 聚焦毁灭 can be outranged but will deal more damage to those that remain since its damage hits random players, effectively splitting it. Immune to CC.

This boss does shockingly low tank damage and a full offensive gearset is recommended with a special mention that high mastery could increase uptime on the boss by making it easier to force a dodge against 粉碎之击.

粉碎之击 will do lethal physical damage to anyone inside the circle and high damage to anyone outside as well. This is dodgeable damage and if you are able to gain high enough stacks of 精通：醉拳大师 you can guarantee you won’t take damage from the ability and can continue DPS. He does not melee during this cast. (The books that spawn do melee and will break your stacks so take care not to try to dodge this attack while tanking books)

Thrashbite will throw his weapon around the room, do not be outside the inner circle when that is going as it is a 1 shot.

Thrashbite will fixate a player and channel 轻蔑凝视. When it complete he will charge at that player doing lethal damage to the player and anyone that was in the path of the boss during his charge. If the targeted player is behind a bookcase when it finishes, the boss will break the bookcase and cancel his charge, spawning 2 of 3 possible books which must be tanked. All books will cast the trivial Arcane Bolt. The 1st 2 types of books will be found together in 3 of 4 bookcases. The 4th, always located to the immediate left when entering the room, will spawn the 3rd type of book.

will apply a dispellable heavy slow to all players. Makes moving from 粉碎之击 much more difficult, save a roll.

will cast 压制讥讽, a 3s interruptible cast that silences all players for 5s. This needs to be interrupted.

will 精神控制 players until they reach 30% HP. This must be locked down and killed ASAP.

轻蔑凝视 can be immuned by the target to prevent having to break a bookcase.

Trash

A large swarm of enemies from this floor are in the next room though most will run away. Up the stairs are 4 individual spiders that can be skipped or killed but must always be handled with extreme care. Explosive: Pull the imps and scavengers into the 2nd boss’s room by having everyone stay behind LoS to one side. Do not attempt to kill Explosive Orbs spawned by fleeing enemies.

will quickly melee and apply a poison debuff 邪恶利齿 with their melee attacks which deal extreme damage at the maximum 5 stacks. This needs to be constantly managed with dispels including your own 清创生血. Use 平心之环 to put distance between you and the spiders, especially when fighting when you may have many to deal with at once. These will leave a puddle on death, move away from them when they die.

Bolstering: These have very low health compared to others and will die earlier than everything if pulled together with other enemies. Consider CCing these away from your kill targets or keeping them knocked away with 平心之环 to delay their deaths.

Necrotic: The combination of DOTs with high necrotic is incredibly dangerous. These mobs must be locked down, knocked away, or kited as much as possible.

will cast 锯齿顺劈 at the tank. This can be avoided by moving backwards but do not turn this towards your allies. will primarily cast 邪能箭 which can be safely ignored. It will also cast 燃烧的绳索 which should be interrupted or dodged. Also casts 邪焰之球 which will spawn an orb that will be dormant for a moment before traveling forward, dealing lethal damage if caught by it. If the is tanked at the top of the ramp and this is targeted towards a player at the bottom, they will not have to move as the orb will be above their heads. will periodically cast 消失, causing her to jump to a random player and drop a puddle of webs which slow movement speed, before casting 毒性风暴, a wide cone AoE attack, at a player’s position. Avoiding this attack is easier the closer you are. At 66% and 33% she will summon 3 s that will not trigger any death effects like Bolstering or Sanguine. Immune to CC.

Sanguine: Everyone must stand away from Sanguine pools to avoid teleporting the boss into a pool.

The boss will deal generally high melee damage but all other potentially lethal damage is dodgeable. Offensive gear with high mastery, potentially use defensive trinket like 暗月套牌：不朽 or 法尔格之眼 to smooth your intake.

Pull the boss to one of the windows immediately to the right or left when entering the room.

Always face the boss away from the middle of the room to avoid killing the shield.

At 90% the boss spawns 2 portals on either side at the back of the room. Focus these down and pick up the Hellblaze Imps that spawn. Be sure to interrupt their cast.

At 50% the boss spawns 2 portals on either side at the front of the room. Focus these down and pick up the that spawn from it. Their ability 暗影清扫 is a fast cast time AoE knockback that deals moderate damage. Try to keep these locked down or away from you. Definitely keep them away from the shield during 混沌能量.

At 25% will enrage, greatly increasing his already high melee damage. Avoid using long CD defensives here, the last boss will need them.

There are 4 more s that all pull together between and the last boss. Once these are killed, will spawn at the front of the room. Be sure to click the Aegis AFTER he has spawned as it has a tendency to bug if taken too early. Sanguine: Do not kill these at the front of the room where the boss will spawn.

This boss will deal high magic damage in bursts. Multiple active trinkets are advised suich as 阿克蒙德的重生之恨 and another absorb as well as the legendary 大宗师之魂. (Avoidance is completely effective against most damage in this fight)

Healers will always have a lot to handle on this fight, try to pool a few 玄牛之赐 orbs for key moments where you’re unable to be topped.

will cast 腐臭蜂群 at the tank and is the primary threat to you in this encounter. Keep him tanked against a wall (not a window) and face him towards that wall. Try to rotate defensives for 腐臭蜂群s where the healer is behind or when they line up with other damage. If wearing 阿克蒙德的重生之恨 and another active trinket you should have a defensive for the nearly every cast, though there will be 1 that won’t have a CD available in the 2nd up phase.

恶魔突起 will spawn a giant circle on 2 players that deals lethal damage to everyone inside and high damage to everyone outside as well. If the circle is spawned on you, move out of it. This will line up with 腐臭蜂群 often.

Avoid standing near other players if your or they have the 黑暗孤寂 debuff.

At 100 energy, the boss will cast 暗影消退 and the 蠕行暗影 phase begins. This phase is completely reliant on the tank to perform the Aegis job correctly.

Adds will spawn all over the room that will periodically launch orbs at the middle of the room where Illidan is channeling a spell to end the phase. If the orbs reach him he is stunned and this delays exiting the phase.

Use your Extra Action Button to spawn a forward-facing shield that you can use to intercept these orbs before they hit him.

Casting harmful abilities will cancel the Shield’s channel, but it can be used again immediately. In this way you can help DPS adds with 醉酿投 from range.

Make sure your DPS focus adds on a specific side to avoid having too many situations where orbs are coming simultaneously from multiple sides. To deal with these situations you may need to stand right on top of Illidan and angle the shield so that orbs are being caught by both sides.

Avoid getting hit by green swirls spawned by bats flying in from windows around the room. Alone the damage from 邪能炽燃 isn’t very high but it can be an issue with all the other damage going out.

Use 移花接木 if 玄牛之赐 orbs are available when taking too much damage here as it will not cancel the shield.

Adds will spawn Explosive Orbs, the adds will likely live longer because of this.

When Illidan finishes his channel, the boss will spawn somewhere around the room and phase 1 will repeat but a minute longer than the 1st time. The bats that began spawning in the 蠕行暗影 phase will continue spawning. Avoid tanking the boss next to windows to create a melee safe spot.

幻灭连击 will yield much more damage in this dungeon than 迷踪步 because of how often you are fighting small amounts of enemies and how low the tank damage is.

扫堂腿 is generally superior to 平心之环 in this dungeon to lock down Imps before and during the 2nd boss.

Try to assemble a group that can take advantage of the buffs as much as possible.

TrashOn the way to the 1st boss there are 5 s that will spawn an add during the boss fight if not disabled. Disabling all 5 will cause the last boss to take MUCH longer to start however because it will trigger additional RP that cannot be skipped reliably. Only disable 4 of these. Tank damage is typically very low when avoiding the dodgeable mechanics so wear a full AoE DPS set.

should be faced away from your melee so it's easier for them to dodge 压制打击. 设防 should be dispelled if possible but not a lot to do about it otherwise. Bolstering: So often these are tied to packs with much lower health enemies. Be very careful not to bolster these too severely. In particular the guard that is found in large packs of wyrms should be CC'd and have everything pulled away from him so they do not bolster him when they die.

Sanguine: A lot of the time these will be casting 压制打击 or 设防 and can easily heal a ton if other enemies are allowed to die on top of them.

will hit whomever gets in combat with them 1st with 扔火炬, a clean 1 shot on most people and a harrowing nuke on a tank. This can be avoided if they are hard CC'd when they enter combat. Cast paralysis on a sentry before running into it. Do not break the CC before it enters combat or it will still 扔火炬. They will run to the nearest beacon and cast 拉响警报 which must be interrupted. will spawn if a Sentry's Sound Alarm is allowed to cast. These have an absolute ton of HP and will cast 强光克敌 which should be interrupted, have a tiny health pool and will explode a few seconds after death. Move out of these explosions.

Sanguine: Avoid having these all die in your path if were pulling back.

Necrotic: These attack pretty quickly and space to kite is very limited so have a clear path that you can use to kite even if it means killing something you wouldn't normally.

's only ability 魔法之牙 causes these to jump on random players within range and deal its damage when it lands. This can be interrupted midair with a stun, displacement, or some other CC. Timing a stun on an early jump can greatly reduce the challenge of pulling this. If someone gets hit and survives, the magic debuff that results should be dispelled by the healer. needs to be interrupted every time it casts. 夜幕之球 targets the tank and has an absurd bounce range. 封印魔法 can be avoided by moving out of its AoE but can just as easily be interrupted to continue doing damage. need to be faced away from everyone else to avoid complications from their only ability 充能冲击. If one is being cast towards your group, it should be interrupted. have a lot of health and become the primary source of difficulty when pulling with other enemies. Do not stand on others or its cast 充能之击 will kill them. 充能站 does nothing alone but can easily wipe a group if allowed to cast when pulling with others and must be interrupted. 镇压 is a much lower priority to be interrupted but should be still if available.

Bolstering: Have the highest HP of anything it would typically be pulled with and should be the focus.

has but a single group wiping ability 吸取魔力. Every single one of these can and should be skipped.

Tank damage is very low outside of avoidable damage so a full ST DPS set is recommended.

Try to tank the boss so the group is always on the side of the boss as he will cast 共鸣挥砍 in a large cone in front of and behind him.

Dodge 清道夫 if it is going to hit you. This ability is known to have a buggy animation that will sometimes turn or not line up with its actual effect. There is an animation at your feet that plays while in its effect and this can be treated as 100% accurate. If there is no arcane explosion animation at your feet, you are safe.

When he casts 发送信号 a will spawn from each active . Try to hard CC them out of the group and do not worry about them pulling additional enemies as they are not tied to anything. If they are allowed to get near the boss, pick them up and be sure every cast of 遏止 is interrupted. Explosive: will spawn explosives so you may want to let them come to the boss and just interrupt the cast.

At 25% he will attempt to drink from the flask behind him. If poisoned beforehand by a rogue or player with at least 100 alchemy, he will instantly die. Otherwise he will gain 庄严静夜合剂.

When the dungeon starts there is a gate just to the right of the 1st that is closed. When a player reaches the other side of the building after the 1st boss to the right, that gate will open and all trash still alive in the area in front of the gate will die. This opens the possibility of having your group backtrack while 1 person advances through the building and opens the gate. The advantage to this skip comes from being able to skip a pack as well as being able to grab the majority of important buffs right away. Some groups will choose to do additional trash while the single person goes through to unlock the gate, saving time.

TrashThe next boss and her 3 miniboss guards all buff each other with 烈焰契约 and must be separated. When a is killed within this section of the instance or when one of the calls is used, one of the minibosses will come to that location where they can be pulled alone. The 2nd miniboss gets special mention as the worst of the minibosses and if you have the trap available, use it on this guy. Most of the damage in this part of the instance is focused on the group rather than the tank so a full AoE DPS set is good. All 3 minibosses are immune to CC.

s come in 2 large patrols as well as another smaller pack with a . Both 火焰箭 and 游移余烬 need to be interrupted. Chain CC these packs while nuking them down to make this easier. The 2 large patrols should be killed before trying to pull anything else on their respective sides. Bolstering: When the patrols alone are pulled they must all die at about the same time to prevent a couple from becoming too large to kill. The pack of 4 with a can be spooky, focus the inquisitor down.

deal a ton of damage to the group if handled poorly. 灼热凝视 should be interrupted every time it casts. 眼球风暴 needs to be knocked or stunned. If Watchful Inquisitor gets stunned it will automatically cast 灼热凝视, so non-stuns are preferred. As of March 6th this has been hotfixed! Stun away! will cast 暗影鞭笞, dealing very heavy tank damage in bursts without warning. The healer may have trouble keeping you up if you are taking too much damage so don't be afraid to kite away from her to avoid getting hit. Her cast 蛊惑 should be interrupted or dispelled by the healer if allowed to finish. will jump on random players with 邪焰飞跃 from which players should move. They will periodically gain 凶暴 but don't do enough damage or are too busy jumping on other people to worry about it. needs to be tanked on one side of a corner so everyone can easily LoS 邪能引爆. If you are hit by this just be prepared to help your healer with a CD. Immune to CC. only cast is 剑刃旋风 which needs to be move out of. The range is very small so only a couple steps needed. will channel 衰变光束 onto a non-healer. DPS can dodge the cast by going out of LoS before the initial cast finishes but it will retarget someone else. You as the tank should not try to dodge this cast. casts 震荡波 and should be tanked facing away from other players.

Tank damage is not especially high but a high DPS set is the choice here regardless as this boss is a DPS race to kill before 强烈燃烧 becomes too difficult to heal through. (Avoidance is completely effective against her highest damaging ability 强烈燃烧).

The entire group should be stacked up this entire fight to make sure 地狱喷发 is spawned in one place.

s spawn from 地狱喷发 and should be killed immediately. They have the same abilities as and alternating CC on each set is the best way to deal with this.

Try to have both charges of 醉酿投 available for the imps so that you can help burst them down. I will commonly deal 30+% of the imp damage in a fight for my group because of how I time my AoE abilities.

Quaking: Timing on quaking can be terrible since you may be forced to spread just before or during her 地狱喷发 cast. Have a game plan for who is spreading which direction so that people aren't just running randomly.

Spy Minigame and Gerenth

The minigame to find the spy can take way too long if your group is unorganized. Have 4 people assigned to find the clues at specific spots and the 5th start looking right away. Once you find a clue or if you're assigned one of the bottom clues and they're not there you can begin looking for the spy. It is OK to take some guesses early after you get a couple clues since it only costs a few seconds of not being able to talk to the guests. If you have a DH in the group you just need all 5 clues and they can find the spy with 幽灵视觉. ST DPS set for the miniboss.

should be faced away from the group at all times because of his cast 腐臭蜂群, which you should dodge. 暗影箭雨 does a lot of damage but the resulting damage increase taken debuff will fall off before the next one goes out if you are not closer to him than the last time it casted. He will apply the magic debuff 残废术 which the healer can dispel. Immune to CC. Raging: Push the boss past 30% just after a 暗影箭雨 and kill before the next one goes off or your entire group dies.

Tank damage is negligible unless hit by 穿刺风暴 and a full ST DPS set is recommended.

剑刃奔涌 will prefer a player at range but will target melee if no one is far enough away. Players should note and avoid the positions of the images left behind by this ability during 切割漩涡.

After his 1st Blade Surge of each set he'll cast 穿刺风暴 in front of and behind himself and all images. Just move off of these lines.

包围之风 will spawn throughout the room and will last until someone runs into one. This can be useful for triggering a healer's 塞弗斯的秘密. If the room is getting too crowded try to roll through as large a clump as you can find and get dispelled.

切割漩涡 will test your healer's ability to do massive heals in quick bursts. There is unfortunately not a lot you can do except potentially hit allies with some heals like 真气贯通 and 真气爆裂. There is no guarantee you could save anyone this way as your heals are very weak. It will do more do increased damage the 2nd time he casts this ability and will cap the 3rd time he casts it since it scales with the number of images active and only 6 images can be active at once.

Some skips require the use of invis. Bring 2 隐形饮剂 or 德拉诺隐形药水s if your group is planning on using any of these.

Bosses are the hardest part of this dungeon most weeks so 幻灭连击 is typically the choice. 迷踪步 is very strong against most of the trash before the 2nd boss and if you are pulling whelps with the 3rd boss.

扫堂腿 is generally powerful here though 平心之环 can be very useful for grouping up Flowers or other enemies without taking damage.

TrashThe beginning of this dungeon has the most difficult trash in the instance and having a good plan for your defensives is important. In particular, pulls with multiple necessitate strong defensive gear as their magic damage to the tank can be very deadly. For packs with s or , wear 大宗师之魂, at least 1 absorb trinket, and consider using 阿克蒙德的重生之恨 as well. Be careful that you do not pull more s than you have players with a poison dispel. Teeming: An additional and 2 additional s are found just after the 1st 2 packs. The amount of tank damage taken here goes way up from both of these and you will run out of room while fighting the Grizzly much faster. Be ready to kite further than normal.

have the absolutely terrifying ability 痛苦撕裂 which can pretty easily 1 shot any of your group at high keys. The counterplay for this is to not pull them or try to burn them as quickly as possible during CC and have your group use large defensives just before the CC ends. These need to be the group’s absolute focus.

will debuff players with the poison 梦魇毒素 which needs to be dispelled before it expires. Brewmasters should do this every time they can especially in later packs where there may be multiple debuffs going out at once.

will cast 挫志尖叫 which needs to be interrupted or risk the entire group getting destroyed while you are disoriented.

should be faced away from your melee to avoid hitting them with 溃烂横扫. 疯狂怒吼 casts will not do a lot initially but quickly become dangerous, especially when fighting 2 at once. Periodically they will call 3 which land somewhere near it and then fixate a player, leaving 腐蚀之池 as they go. Immune to CC. Bolstering: These have way more health than anything you could pull it with and should be taken down on their own or as the absolute focus of a pull.

does monstrous tank damage through their cast 绝望 and you should get help in interrupting some of those casts. 星辰之雨 should also be interrupted to prevent your group from having to move constantly to avoid its damage. needs to be faced towards a wall away from your group or other enemies so their cast 推进冲锋 does not kill your friends or pull extra stuff. Move out of the way of their cast and don’t get near them right away. 推进冲锋 gives them a buff that does damage and stuns anyone that touches them for a few seconds and if they charge right against a wall they can run to you normally and still stun you.

Tank damage in this fight comes in predictable bursts with his casts of 原始狂暴. Try to have a CD up for each of these later in the fight when your healer may be struggling to keep up. ST DPS gear is fine but consider wearing 阿克蒙德的重生之恨 for an extra defensive.

Tank the boss with your back against a wall or a rock and place your 魂体双分 just in front of it. Plan to move to another rock/wall if your current spot is covered with 夜幕.

夜幕 will land on 2 random players and summon a which will fixate a player and leave 腐蚀之池 as they go.

原始狂暴 should only ever trigger the 1st part of the spell if the boss is always tanked with your back directly against a wall or rock. After being knocked back use 魂体双分：转移 to return. Be sure to replace your 魂体双分 after teleporting.

痛苦之跃 will always target the furthest player from the boss. This is typically assigned to a specific person and that person must always be the furthest from the boss. Be vocal when moving the boss so your entire group can reposition if needed.

TrashTank damage on the way to the next boss is not especially heavy though you should consider an armor trinket like 暗月套牌：不朽 or 法尔格之眼 when pulling many as they melee fairly hard. The 2nd pack after the 1st boss can be skipped easily by hugging the right if the patrolling Dryad is CC’d while it is in the group.

are extremely annoying to tank as they will never try to melee you, always using 投掷长矛 from where they stand. To make this worse they will periodically jump directly away from you which can lead to unintended pulls. Face them with their backs to a wall or away from other packs. They will hit random players with 剧毒之矛 which you can dispel with 清创生血. Sanguine: Move other enemies off of the Dryad and where you want her to jump to since she is difficult to move. If she is in sanguine you can move her by moving out of LoS or out of range.

are worth an absurd amount of % for their difficulty and are extremely efficient. Their only ability 根须爆裂 should be avoided. These will be healed by passively if they are too close, even if the s are not in combat. Make sure to tank them out of range of the heal. will spawn 邪恶蘑菇s on random players that take a few moments to become active and trigger Vile Burst when run over. These deal seriously heavy damage and the best way to handle this is to have your group stack up and move together towards the next boss area as moving backwards can easily trap you. If another player gets themselves cut off from the group have everyone stand away from the mushroom that is blocking and trigger it yourself to clear the way.

Bolstering: Flowers pulled with s will be at max health when these die and are guaranteed to get bolstered unless kept out of range. This shouldn’t be an issue as you can pull the flowers into the next pack just fine, just make sure you’re aware they will do higher than normal damage.

deal severe tank damage just through their melee attacks but you really can’t afford to use much in the way of CDs since the next boss will require all of them. There will be plenty of time these are CC’d to counter their other ability but can be kited when not if the damage is too high. 折磨之眼 needs to be interrupted right away every time it starts casting to prevent its high damage from killing someone. If for some reason the cast is allowed to complete, 折磨恐惧 is a magic debuff and the healer should dispel it. These are typically all pulled together and chain CC’d when one of them begins to cast.

This boss does extreme tank damage in bursts and a full turtle setup is highly recommended. 大宗师之魂, 阿克蒙德的重生之恨, and another absorb trinket are the play here. Make sure all of your defensives are available for this boss.

Face this boss away from the rest of the group at all times.

纠缠之根 will spawn 3 at a time and will spawn s if still alive when 拔根而起 is cast. Ideally a druid or paladin with freedom are clearing these. Explosive: Roots and saplings all have a chance to spawn explosives and should be cleared quickly.

碎裂之土 does a large burst of damage that you cannot afford to CD. If low going into this cast try to heal quickly with 移花接木 or 治疗石/星界治疗药水 to get safe.梦魇之息 can be dodged if using 真气突 by rolling directly backwards right when he starts the cast. Very helpful to do since tank damage is already high enough without adding this.粉碎之握 deals insanely high tank damage you must have a CD rolling for every single one. Typically you would start with low CD defensives to potentially have them up for the end of the fight again. However there is a frustrating interaction with the s and their melee attacks canceling 禅悟冥想. The timing on these abilities is high variable with this boss but it is totally possible that later casts of 粉碎之握 would be preceded by adds spawning, effectively removing that cooldown as an option. Use 禅悟冥想 for your 1st cooldown if there are no adds up.After he throws you, return to your original position and continue facing the boss away from the group.

TrashThroughout the path to the next boss are eggs on all sides except for a couple safe areas. Avoid walking into or being knocked into these to limit the number of s spawned. Tank damage is very low for these few packs so go for a max DPS set.

will spawn anytime any player touches any of the eggs on the way to the 3rd boss or inside the 3rd bosses room. These do light damage but should be avoided where possible.

are completely non-threatening until they die. They will explode shortly after and you should be moving towards the next boss area as they die.

need to be faced into a corner away from the main path. 鲜血突袭 is faced directly forward and needs to be sidestepped. Watch for the 鲜血炸弹s that fall from the air as they can and will knock you into a compromising position. When this dies it will spawn 4 s that are not in combat with the group by default. This means that if you and any other melee get away from it just before it dies and the adds are spawning away from the main path your group can simply skip them. Do not hesitate to kill them if someone does pull, however.

will cast 鲜血箭 which should be ignored, as well 鲜血变身 which absolutely and without fail must be interrupted or it will transform into another full health . The resulting will not create Bloodtained Bursters when it dies.

Tank damage intake on this fight is not all that much higher than the rest of the group, but group damage is so high that taking some defensive considerations for your healer is recommended. Wear 大宗师之魂 or 阿克蒙德的重生之恨 and consider another defensive trinket. If pulling adds from Nightmare Eggs for the purpose of buffing other DPS in your group, consider a strong armor trinket as well. (Avoidance is strong against 下冲气流 and 大地咆哮)

Start by tanking the boss where he stands. If you wish to move him wait for a few melees before you do. This is to ensure the order of his abilities is consistent.

Always face the boss away from your group and dodge casts of 腐化之息. If you are out of melee range when he casts this he will target someone else so everyone needs to be wary and ready to move away should he turn the wrong way.

Nightmare Eggs are all along the edges of this room and will spawn the same as before. Pulling some of these can be done with the purpose of feeding your DPS resources like Soul Shards for an affliction warlock or Combo Points for a sub rogue. Some weeks this is not worth doing because of something like Explosive or Necrotic making it too dangerous.

下冲气流 does only a minor pushback at the center of the boss’s hitbox. Everyone should do their best to keep close to the boss for a while so they aren’t pushed into Nightmare Eggs. Quaking: If the timing of Quaking lines up with 下冲气流 it can be a problem since everyone is running against the winds together. Your group should have a plan as to who is spreading which direction when this occurs.

大地咆哮 should follow 下冲气流 in short order. If this lands on or behind boss it must be moved off of so other players have somewhere to run to to avoid getting pushed to far during 下冲气流.

TrashThe rest of the trash in this dungeon can be really scary without proper CC chaining. Many group will choose to skip everything that isn’t s with invisibility potions or stealth and get the % they need earlier in the dungeon because of the danger posed by these packs. The last pack in particular is easily skipped with the tank running through them and speeding off to the left of Xavius’s room while the rest of your group waits for the path to clear and goes right. Then you can die and get rezzed. If you do pull these packs, wear 大宗师之魂 and another absorb trinket.

deal fairly high tank damage through their melees but will also apply the disease debuff 魔魂吸取. The damage from this is very high but can be dispelled with 清创生血. The danger here is if debuffs are desynced and your healer cannot dispel diseases you may end up with at least 1 or 2 of these on you at a time. If possible try to delay your dispel until there are 2 or 3 debuffs out.

deals fairly high tank damage with its cast 火焰箭. Their other cast 恐惧炼狱 is much more important to interrupt however and should never be allowed to cast. Bolstering: These have less health than the other enemies in this area and will likely die 1st. Their limited number makes this a bit dangerous to the group based on the increased output from everything else.

deals fairly high tank damage with its cast 暗影箭. Their other cast 隔绝诅咒 is much more Important however and should never be allowed to cast. will periodically do massive damage to allies with 暗影猎杀. These should be the focus. will attack from range and apply magic debuff 灼热射击 to players. When it is directly targeted it will summon which will simply copy its ranged attack. This Decoy has a lot less HP than other enemies and will trigger death effects such as Sanguine and Bolstering so try not to kill it too fast.

Sanguine: Difficult to move because it attacks from range, try to keep dying enemies off of the s. Move out of LoS or out of range to get it to follow you if needed.

Essentially everything Xavius is dictated by RNG. His primary 2 damaging abilities can target anyone in the group, including the tank, which makes gearing for this fight unpredictable. On average this fight’s tank damage is not very high though and simply using 阿克蒙德的重生之恨 should be good enough.

Tank the boss close to the wall behind him.

梦魇箭 deals tremendous damage to the target on top of applying 梦魇乍醒. It is possible for some DPS to dodge this mechanic by moving out of range after being targeted but before the cast finishes. If you are targeted by this, use a defensive and have someone stand with you to prevent the silence/pacify.

诱发性妄想 is his other cast that he will alternate between. If a person helping with 梦魇乍醒 gets targeted they will need to run away and someone else will need to help in their stead.

弱肉强食 deals massive damage over its channel. Use a defensive if targeted.

At 50% Xavius will cast 天启梦魇. Because of its reliability this is typically where immunities are used, though this can in theory be outranged by anyone in your group if they move to the very opposite side of the room 100 yards away. If 弱肉强食 has not been cast in a long time it is wise to wait for it to be cast before pushing to 50%, otherwise he can immediately start casting it which will likely kill whomever the target it.

Keeping the boss in the corner will reduce the chances the fire rain will hit Xavius but will buff him temporarily with 天启强化 if allowed to hit.

Pulls are generally small so 幻灭连击 will give you a lot more damage in this dungeon.

扫堂腿 is almost definitely more important here than 平心之环, though there are niche uses of RoP that can make it worth it.

迅如猛虎 has a lot of uses in this dungeon that make it worth taking over 真气突.

TrashThere are a few different possible skips that can be done early in this dungeon, though simply fighting through the trash is also fine as long as the abilities are well handled. Really watch Stormweavers and Wranglers as they have very dangerous abilities. Tank damage can be rough when pulling large but using your CDs along with a full AoE DPS set should be fine. Consider subbing in an armor trinket if the melee damage is too much. Use 大宗师之魂 on pulls with multiple casters.

s should be faced away from your group without being turned randomly to prevent killing others with 珊瑚猛击. If you are moving backwards when they are casting this you can avoid the damage as well. They will gain 激怒 at half health and can be pretty dangerous combined with other damage. Don’t hesitate to kite these a little to help you healer catch up.

will cast 闪电冲击 on the tank as their main ability. The damage is quite high but their other casts are more important to interrupt. If you have no melee in your group you can let 风暴 channel while you sit out and DPS other things to reduce the damage you’re taking for a while. Their other cast 电弧 must be interrupted every time.

has a deadly cast 闪电之刺 that must be canceled with CC to prevent a wipe. He will attack from range at times but should come to the tank on its own quickly enough. Hooked Net can be dispelled by 迅如猛虎.

augment the damage of other enemies on the tank with their 噬骨嘶咬 but don’t deal very high damage alone outside of this ability. They will channel 尖刺甲壳 which should be canceled by CC.

needs an interrupt assigned for 雷霆践踏. Any 15s interrupt will cover each one. Their tank hit 巨力猛击 can be outranged by simply taking a couple steps back at the end of their cast. Immune to CC.

will cast 奥术箭 on the tank as their main ability. If there are interrupts to spare, this is worth interrupting since it does high tank damage and their other cast 复苏之水 is easy to move out of and does negligible healing.

Tank damage can get pretty high towards the end of the fight when he enrages. A ST DPS set with an armor trinket should be good enough since we’ll be avoiding all of his damage from 碎裂波动. T21 2pc and 萨萨拉比姆遗失的外套 get special mention for helping force a dodge against 穿刺之矛.

Move the boss to a spot in the room that gives you a lot of space to get away from his 碎裂波动. I will typically tank him behind and to the left of where he stands and then face him to the right. Do not tank him against a wall since 碎裂波动 does damage in 3 parts. The beginning of the charge, the middle of the charge, and the end of the charge. Being against a wall means you will get hit by at least 2 of these.

Grab the adds that spawn and try to use 分筋错骨 on one that is in the vicinity of the ranged DPS if possible so they can use it to hide behind during 穿刺之矛.

If there is no add available to hide behind during 穿刺之矛 you can soak it without getting stunned by forcing a dodge on the ability with enough Elusive Brawler stacks. Make sure you are not actively being melee’d so that you aren’t losing your stacks.

Interrupt 低吼 from the and Restoration from the . If someone is using the Crestrider to hide behind for 穿刺之矛 do not interrupt it unless you can keep it from moving since it will start running towards its threat target and the spear target may not be expecting it or able to keep up.

He’ll enrage at 30% and start hitting fairly hard, this is where you may want to use 壮胆酒.

TrashTo fight you’ll need to kill 2 s before she becomes attackable. Avoid going to deep into the trees on the left since mob count is generally not an issue in this dungeon and nothing you could pull there is worth it. Nothing before the 2nd boss does significant unavoidable tank damage so go a full DPS set.

has 3 interruptible casts, but the most important is 奥术弹射 since it can wipe out your melee or even your entire group if people are too close. Have a rotation for this and just avoid the blue circles from 水柱. Your healer should dispel 变形术：鱼.

have a small health pool and will explode when they die with 水花飞溅. Try to run away from them a bit just before they start to die or you will be very slow. Bolstering: Though these are neutral they will obey the same rules as hostile mobs. Their low HP and numbers means you cannot pull these with other packs carelessly.

will cast 粗糙的烂泥 towards the tank’s position. During the cast you need to move behind the snail or far enough away to avoid getting hit by this ability. These move extremely slowly and will reset if you go far enough away from them, so you don’t have to fight one you pull accidentally. do insane damage with 逆流 and should never be pulled. and are too far out of the way in the forest to ever be pulled since % is not an issue.

Tank damage can be pretty high on this fight if you are letting s live. Wear an armor trinket and consider 铁砧硬化裹腕 if keeping them up. If they are being killed right away just wear a full ST DPS set. 大宗师之魂 can be a good choice on high Tyrannical keys to make life easier on your healer since keeping you topped before a hit can be a challenge.

Be on land during 静电新星 and in the water during 凝聚闪电. Place your 魂体双分 on land in case you are out of position during 静电新星 for whatever reason.

Pick up all of the s that spawn when she casts 召唤风暴. Each one will spawn next to a player so you can predict where they will spawn. They will explode when they die with 水花飞溅 and you may need a dispel to remove the slow. 迅如猛虎 will remove the slow.

Intercept 季风 that are nearing sand dunes if you have 魂体双分：转移 available to maintain usable land.

Avoid facing other players with 女巫的诅咒, especially before a 静电新星, or you may kill them. You may need to turn your character at the last moment to avoid knocking people off without opening yourself up to too many hits on your back.

女巫的诅咒 will kill s that it hits so if your group is relying on having them up for increased boss damage avoid hitting them with this. These should be killed immediately during some weeks like Necrotic or Explosive for example.

TrashMost of the trash around needs to be cleared out before pulling him, especially with specs like a Fire Mage that will passively cleave and spread debuffs to targets that are very far away because of ’s very large hitbox. Tank damage can be pretty massive at times, especially when fighting . When fighting a Hydra wear 大宗师之魂 and consider an absorb trinket. Other trash should not do enough tank damage to warrant anything except potentially an armor trinket when fighting .

have a small health pool and will cast 锯齿利爪 on the tank but will not move when doing so. Move away from these while they are casting to avoid getting hit altogether. Bolstering: Take care when pulling enemies in the middle while the patrol is still alive as it can sneak up on you and force you to deal with it while fighting something dangerous without just AoEing them down. Avoid pulling more than a few packs of these at a time.

Cove Seaguls should be picked up and kited to avoid getting hit with 盲目啄击, losing threat on everything in the pull while blinded. Avoid pulling these with s, s, or s since they have important positional requirements. and have a small health pool and will apply one of a few poisons to the tank periodically. 麻痹毒素, 海盐毒素, and 昏睡毒素 all stack to 5 and should be dispelled on cooldown with Detox.

Bolstering: Make sure these are dying at a similar rate and avoid pulling them with higher HP enemies.

will alternate between 翻滚风暴 and 混乱风暴. Face this away from the group to prevent people having to dodge 翻滚风暴 and try to keep him relatively still so that melee aren’t surprised by his 尾鞭. These will randomly hit the tank very hard with Vile Blood with no warning. These are important enemies to have a cooldown for, usually just after 混乱风暴 is a good time to use one since they’ll have the most time hitting the tank just after that cast and your healer may have to dodge swirls. Immune to CC. should be faced away from your melee so they aren’t sharing the cleave from 重击利爪. Their cast 甲壳 must be interrupted before it finishes or it will kill your group. will cast 喷洒沙砾 towards the tank's position and should be faced away from the group every time before it casts. It will cast 沙尘暴 on a random player which should be dispelled immediately by the healer.

There is not significant tank damage on this fight so a full ST DPS set is good.

Do your best to avoid 毒液喷吐 while remaining in melee range of the boss. When the winds are active and shortly after 毒液喷吐 will travel much faster if the wind is pushing you away from the boss and much slower if the wind is pushing you towards the boss. Move to the side that will make the 毒液喷吐 travel slowly.

When he 下潜s at 66% and 33% start moving towards his new location ASAP. Before reaching him after the 1st 下潜 you have time to stun one of the other heads before getting to the boss before he starts casting 狂暴. On his 2nd 下潜 you have to go to him immediately to interrupt 狂暴 but can then place your 魂体双分 on the boss and roll out to another head to stun it before teleporting back. He should not cast 狂暴 again if you are fairly quick.

If someone picks up an add somehow, try to CC it rather than fight it, especially if it is a . If you have to pick it up you should consider kiting in circles around to avoid letting yourself get pecked.

TrashGoing to most groups with the necessary disengages/wild charges will opt to do the boat skip where they jump onto the cliff just left of the boss from the boat next to it. That said, if you don’t have the comp for the skip, you can just go through the cave while avoiding the giants on either end. Another skip that doesn’t require any special comp is to have the tank pull both giants before away to one side while the rest of the group gets through. Then the tank will return to rezzable range and die. This trash can do a surprisingly high amount of tank damage but is very easily kiteable so just wear an AoE DPS set and kite when needed.

s come in large packs and hit the tank with 撕裂之咬. They will also come with a which does the same thing but has much more HP. Bolstering: Focus down the with minimal AoE or it will take a long time to kill.

will cast 冲天怒火 and gain the buff 冲天怒火. If pulling this there is not anything to do but focus it down and survive the damage. Immune to CC. will channel 强震 as well as summon a with the same ability as other murlocs every time he stomps his foot. Keep moving out of swirls and pick up all the murlocs that spawn. Immune to CC.

Tank damage on this fight gets very high and can be a real problem late in the fight if you haven’t managed your CDs well. Wear an armor trinket, avoidance is a plus.

Keep the boss faced away from melee so they don’t have to move for 大地猛击. You need to move out of this yourself as well. If the boss is tanked directly against a wall he will cast this under himself which can make it easier to dodge sideways but your melee might need to watch themselves.

呼潮引浪 swirls don’t do enough damage to completely avoid but try not to walk with them or stand still if there are a lot passing over your position.

地震 should be stacked up with previous 地震s as much as possible to conserve space but move out of the stack when it is exploding or you will get destroyed by 余震.

At 20% will gain 狂乱 and you will want to chain CDs until the boss dies.

TrashEach of the 4 minibosses need to be killed before the last boss and their cast 闪电冲击 needs to be interrupted every time since it will easily kill non-tanks at high keys. They will also cast 奥术炸弹 on another player which needs to be dispelled by the healer. These are all immune to CC.

will debuff a player with 奥术炸弹 which needs to be dispelled by the healer. 水柱 does not need an to be interrupted, just dodge the swirls.

will Polymorph a DPS and debuff a player with 奥术炸弹. Both of these can and should be dispelled. Interrupt 变形术：鱼 if you have enough interrupts to spare but it is a lower priority than 闪电冲击.

will cast 魔法禁锢 which does a lot of damage at high keys. The healer can dispel 1 person and you can use 迅如猛虎 on another. If you have a priest you can all group up before this hits and get mass dispelled. Raging: If you don’t have a mass dispel you cannot push Ashioi into raging before she casts 魔法禁锢 or your group will get destroyed.

will cast 风暴 which should be interrupted before the 1st tick happens. Move out of range if you cannot interrupt the cast.

Tank damage on this fight isn’t so much high as the entire group’s intake is high. An armor trinket and 阿克蒙德的重生之恨 can help you eat a little more damage and help the healer recover from 压抑深渊. (Avoidance is good for reducing damage from Heaving Sands and 压抑深渊)

The boss’s hitbox is massive and you can pull from only a few yards closer than the minibosses with 碧玉疾风. Make sure you turn it off before approaching.

Make sure you are always near the boss. His hitbox is pretty large but stepping out of range can get people killed really quickly since he hits pretty hard with his melees.

Your Ranged DPS and healer (if they count as ranged, HPal//MW count as melee) should start at max range since a 秘法旋风 will spawn next to each ranged player every time they spawn. This will keep anyone from having to dodge a tornado during the 1st 压抑深渊 and will conserve space which can be important on high tyrannical keys.

Move out of 强力激流 but then move back if the area is still clear of tornadoes to keep from advancing the group unnecessarily.

压抑深渊 needs to be soaked by everyone, immuned, or suicide into rez. This does a lot of damage even to you and you should use a defensive if available.

After the boss reaches 10% look for holes between waves that you can move through so you don’t have to keep moving right and potentially displace the healer since he would have to follow to keep healing you.

动如脱兔 is pretty useful here but all of the choices are fine. I mention 动如脱兔 since it's the least disruptive choice for dodging 放血扫击 from

扫堂腿 is really great here since there are so many casters. If you have an abundance of stuns in the group 平心之环 can be useful for gathering or putting distance between you so they don't cast.

迷踪步 is generally good here but the bosses can be pretty tough on the group so the extra damage from 幻灭连击 can be very beneficial.

TrashThe early pulls before the 1st boss can get really messy if you are letting casts go off. Fortunately most of the casters in this dungeon won't cast on anyone unless you are within range. Should you decide to pull multiple Thundercallers you can group them up and CC them but then run away before the CC is over so they won't cast. This is generally a good strategy throughout the dungeon and I will mention where interrupts will still be needed even while kiting. The is the only thing that does a lot of tank damage but it does hit very hard. On super high keys you may want to run 大宗师之魂, though you can skip it if you are to outrange everything anyway. Teeming: 3 additional Thundercallers now accompany the packs before greatly increasing the danger of the pulls.

will cast 强力一击 on the tank, though if you are moving away from them while they cast this you should easily outrange it. In a pull with a lot of these you'll probably want an armor trinket or to use a CD. Bolstering: These accompany most pulls in the dungeon and have less HP than any casters. Be aware of this and focus down other targets.

will cast 雷霆飞弹 on a random player, dealing major damage and potentially 1-2 shotting at high keys. This should never be allowed to cast, make sure you have interrupts assigned, especially when gathering them together before chain CC begins. The person they debuff with 雷霆打击 needs to move away from others and use a defensive. Once the hit goes off the stun can be dispelled by the healer. needs to be faced away from the group so they don't have to worry about the massive tank nuke 闪电吐息. 闪电吐息's range is not super long but you probably won't be in range of other enemies while kiting. Use a defensive to survive if you are staying in and eating the breath. They will also launch 爆裂风暴 at ranged players that should just be avoided.

Deals consistently high tank damage if you allow yourself to get hit by 放血扫击. If you can avoid this consistently or at least most of the time you won't need to go overboard on defensive gear. Wear an armor trinket and consider 阿克蒙德的重生之恨, otherwise your normal DPS set will be fine (Avoidance is useful to reduce damage from 勇气号角).

The boss should be faced away from your melee, ideally parallel with the bridge so you can move forwards and backwards and almost always keep the melee behind the boss.

放血扫击 can be easily dodged by rolling backwards, though you can simply run away from the boss as well to avoid it. Be careful you are not rolling into a dangerous lane or 球状闪电.

勇气号角 does a lot of damage to the group and is a good time to use a defensive so your healer can divert resources off of you.

Someone should watch and call which lanes are unsafe and in which order.

If you are tanking the boss close to the side you may run into a situation where a you are trying to move into a lane that was just zapped but your current lane gets zapped too early, making the timing really tight. This happens because the drake on the 1st lane that you are trying to move into came from the opposite side of you and the new drake on the 2nd lane was coming from the near side. If you ever see this you may need to switch sides before you cross over to get you into the clear lane before the 静电力场 reaches you.

球状闪电 can travel at different speeds so if you see that there is a wall approaching you look for the ones that are moving faster and slip in between them.

TrashNone of the trash going to the next bosses do a lot of unavoidable tank damage but you may want to wear an armor trinket if you have to stand in on a large pack. Otherwise just run an AoE DPS set. Because of the Battle Rez changes in 7.3.5 I would recommend going to 1st to have as many rezzes as possible for , but either way works. Teeming: The pull at the top of the stairs becomes massive and now includes 2 s. Assign interrupts to each for when you begin kiting.

should not typically be pulled with casters because of their aura 哨兵的监视. It should be noted that knockbacks and grips still work on other enemies protected by this aura. Otherwise they will often cast 连环爆裂 towards players along with 充能脉冲 periodically. Dodge the 连环爆裂 lines as much as you can and definitely move out of 充能脉冲. If they are being tanked on the stairs the edge of 充能脉冲 can be hard to see, just overcompensate.

will cast 圣光普照 which must be interrupted every time. Their other cast 治疗符文 can be interrupted or not but if it is allowed to cast you'll want to move everything off of it.

will cast 破碎符文 on a random player dealing major damage and potentially 1-2 shotting them. This should be interrupted along with their other channel, 蚀刻, which will melt anyone it's targeting within just a second or 2.

should be tanked facing away from the group because of their cast 穿透射击 targetting the tank's position. This can go through walls so if one starts casting through a wall you need to instruct everyone to move from the line. These will primarily attack from range using 急促射击 so you may need to LoS to get them into a good spot. If these are being kited they will sometimes start Snap Shotting other players. This is rare but if it happens they'll need to use defensives and possibly LoS them to group them up. Sanguine: These can be difficult to move since they primarily attack from range so avoid letting things die on top of them. Outrange them or LoS them to force them to move if needed.

will summon a as their only ability. That hawk will hit the tank with 爪掠 but is otherwise not threatening to the group. will spawn a 捕熊陷阱 somewhere near your position. Don't move while he is casting this and look out for where it spawns. Stepping into this will kill almost anyone, including you. They will also hit the tank with 快速劈砍 but you should be able to take that hit without issue. shouldn't be pulled because is never to the left in M+. If you do pull one they will just do a lot of tank damage with 撕碎利爪. should not be pulled either because of how much damage they do to the group. Their tank hit 穿刺之角 is bad enough but 低沉践踏 will hit the group very hard. They will 激怒 at low HP. are very dangerous to your group because of their cast 直取敌喉. These are not a big problem when pulling in singles or doubles though since their 兽群之力 stacks don't get out of control. They will do some tank damage with 凶猛撕咬 but are generally not a threat to the tank until you have a lot of them. are never worth pulling but if you manage to get one you need to face it away from the group so they don't have to dodge Buckling Charge. They will bleed the tank with 狂乱穿刺.

Tank damage can get really high while his adds are out but is otherwise pretty low. An armor trinket is good here but otherwise stick with a DPS set.

Decide where the boss will be kited to during 血之气息 and tank the boss far enough away that there is enough room to get the full kite in. 爆炸酒桶 can be used to cancel out the damage of his melees for half the duration of his fixate.

Be sure not to be casting during 挫志嚎叫 and pick up the 3 s that spawn when he does. They will buff each other with 兽群之力 and so their damage will be very high. These do much more damage than the boss itself and is where you would want to use CDs.

掠食飞扑 will ALWAYS target the furthest player marked with the jump. That means he will calculate who is the furthest after each jump which can be useful to know for your DPS and healer to potentially dodge the Leap. You should never get hit by this.

Everyone should be in to soak 乱爪狂扫 or the damage it does can be lethal to other players.

TrashThe trash towards is no harder than the trash towards for a tank if you are dodging the avoidable attacks so just wear your AoE DPS gear.

should be faced away from your melee so they don't have to worry about 致死劈砍. This can be avoided by casually backpedalling away from them. Their other tank hit 穿甲 can make this pull a little dangerous but you should be fine to kite them a little to avoid taking damage from this.

will always try to cast 净化烈焰 and it must be interrupted every time. Ideally you want a ranged interrupt to get the 1st cast while he is up there though you can roll up there to interrupt. 嚎镇八方 him after his 1st cast is interrupted to make him run to the rest of the group faster.

The and the other 2 Shieldmaidens after the Purifier are not worth % and can be skipped by hugging the wall to the left or right.

's only cast 风暴之眼 is countered by being inside the safe bubble during the channel. can safely be pulled shortly after 风暴之眼 begins channeling so that his 圣洁庇护 is properly desynced from 风暴之眼. His other cast 灼热之光 can be interrupted but doesn't do very much damage.

Start with the boss on the Lightning side. Stay in the circle during 风暴之眼. Everyone needs to spread out as soon as this finishes to avoid chaining 弧光箭.

Face the boss towards the Holy side so you are knocked by 光明之盾 that way.

Rotate a CD for every single 光明之盾 cast, starting with your lowest CD defensives. 阿克蒙德的重生之恨 > 躯不坏 > Absorb Trinket > 壮胆酒 > 禅悟冥想 (this boss melees during 光明之盾 so move out of melee range before using this). You should be able to sustain yourself with these defensives for any reasonable key level.

Learn the pattern to 圣洁庇护 so you can easily dodge all the balls while continuing DPS. Face the boss diagonally to where you want to get knocked so you don't spawn the last ball in that direction.

TrashAll that is left are the Kings and both bosses. You can shorten the time spent fighting the Kings by taking one of the Beers from the tables and using it on one of the Kings before talking to any of them. It will turn hostile but will still be unattackable. You can talk to another King now and drag him to the hostile King and it will begin fighting the one you talked to. After a few seconds it will be Friendly again and you can then talk to it to start fighting him as well. Doing this greatly increases the tank damage taken so you are going to want to wear an armor trinket at least, possibly 盖平的舒缓腰带 or 阿克蒙德的重生之恨 as well. Each King only has 1 ability but when one dies it gives all remaining Kings his ability as well. I recommend pulling in this order.

will cast 召唤先祖 and the resulting add needs to be kept away from the Kings or they will be healed a lot. All of these will trigger on death effects like Bolstering and Sanguine so should not be killed during those weeks.

will cast 蛮横怒吼 which needs to be interrupted. A short CD interrupt can get each of these on 1 king but you'll need to assign 2 ranged to interrupt a 2nd King if that is all that's available.

will hit the tank pretty hard with 撕裂. This is dodgeable but you can also roll away from it during the cast. He will try to recast when he is in range.

will cast 邪恶短匕 on a random player. It does a ton of damage but is physical so high armor classes won't get hit as hard. Otherwise use a defensive to survive it.

Skovald won't do severe tank damage unless he hits you with 邪炽冲刺. Because the only major damage is Magic you'll want to run 大宗师之魂 if it is anywhere close to a 1 shot. Otherwise you should be fine to wear ST DPS gear (Avoidance is good against 邪炽冲刺).

Always have 铁骨酒 up for 狂野之剑 so you don't have to be healed through 错乱伤痕. Just after getting hit by this is a great time to use 活血酒.

邪炽冲刺 will probably kill whomever it targets if they don't dodge it or have a CD rolling. You can dodge it yourself by setting your 魂体双分 away from the boss and teleporting just when he finishes his cast and start to charge to you.

Use your extra action button 阿格拉玛之盾 and face it so that your entire group is behind it. The range is super long so someone can be pretty far back and as long as they're behind the shield still be protected. While protected everyone is immune to ALL damage including Quaking (though not the interrupt effect), Volcanic, and Grievous. You will still accumulate stagger unfairly enough as the damage is mitigated by stagger before being immuned by the Aegis.

Move behind the boss when he has the Aegis so you can continue DPS. Slow the with 醉酿投 when they spawn. Be careful around the runes on the floor as 地狱火焰 can spawn under them but not be visible.

Tank the boss in an area away from 地狱火焰 so people can easily move in or dodge 邪炽冲刺.

Tank damage is not an issue on this fight but you will want to wear 共生刺细胞生物 since half the fight is spent above 90%. Otherwise your normal ST DPS set is perfect here.

Dodge 光明之枪 and the 3 Orbs that spawn from each one. These will spawn in 3s after his 1st 明光风暴 cast and is the primary damage output of the boss in this fight. Do not stand near 光明之枪 after it is spawned.

平心之环 and 扫堂腿 can both shine here, though you will want the stun if you lack another.

TrashThe beginning of this instance can change a lot depending on the route strategy for the rest of the dungeon. After skipping or killing the a double corridor of very dangerous tank trash awaits. It is highly advised that these are skipped by having your DPS and tank die to the left on the top level while the healer gets to the bottom with a combination of speed boosts, invisibility potion, stealth, immunities, and 故障检测晶塔. They can cast 群体复活 after all the trash just before the 1st boss. If your group doesn't skip this trash just be mindful it is among the hardest hitting tank trash in all M+. Double armor trinkets or an absorb trinket will go a long way here. Try to always have a CD running when fighting multiple s.

are everywhere in the 1st area of the instance and have less health than most of the stuff with which they could be pulled. They will cast 上勾拳 fairly frequently as well as gain 狂热死忠 when they are below 35% health. These can hit fairly hard on their own, especially at low HP, and should not be taken lightly. Grouping up large packs of these before kiting them away, constantly throwing 醉酿投es into the pack is a very effective strategy after the 1st boss but kiting before is not a good idea because of what they are paired with.

is arguably the most terrifying mob to a tank in any dungeon. Its ability 抛硬币 deals ABSURD damage capable of 1 or 2 shotting even a Brewmaster at high keys despite being physical damage. When fighting 2 of these at a time you MUST have a defensive rolling. This has a fairly short range but will target other players if you are not a valid target meaning you have to be in range or everyone has to be out of range. They will occasionally take a break from destroying you to cast 天降金雨 which would in any other circumstances be a cast that should be interrupted with some sort of CC to prevent your melee from having to move. That said, if your melee are good at dodging floor mechanics, just let this channel and move slowly as one of the penny swirls will always target you each time they spawn. When one of these dies it will buff other nearby enemies with 慈善捐赠. When that buff runs out they will receive 一文不名 in its place. Bolstering: Avoid killing Patrons early as these don't need an excuse to do more tank damage.

Sanguine: These have a tendency to start channeling 天降金雨 when other things are dying so be sure you are moving them quickly and have your group ready their knockbacks.

Opera Hall

Tank damage is very low and a full AoE DPS set is recommended.

Grab threat on everything at once and start doing as much damage as possible while everything is grouped up.

Avoid stunning all the s together as this can sync up their 剧毒匕首, leading to 1 shots. Stunning them individually separately to desync these casts is highly effective. Help dispel players hit with 剧毒匕首 with 清创生血.

Use silences and stuns to lock down to reduce movement needed. Watch and avoid the projectiles caused by 水泡爆炸.

At 50% will become active again, nothing really changes but you will want to tank them close to the middle of the room so you can dodge 燃烧扫堂腿 to either side.

Tank damage can get fairly high due to the constant hits from 闪耀飞弹 and 忧郁箭. Wear 大宗师之魂 and consider an absorb trinket but otherwise a DPS set should be fine.

's Flash Bolt will splash other players and should be a priority interrupt, especially on a fight that may require a ton of tank movement.

will summon 3 at a time that will not move after the first couple seconds of being alive instead just spamming 投掷“物品”. These can get out of hand quickly and need to be focused down. Knockbacks can be useful for grouping these up. Try to take the bosses to any living s to keep up cleave damage.

Avoid running into the dark purple swirls left by 反抗引力 carelessly. You need to have at least 4 available for every cast of 魔法威仪 so that your group can be airborne during its cast.

Tank damage is very low until the last phase where it will spike very high, especially if interrupts are missed. Wear a full DPS set nonetheless as the 1st phase can be brutal on the healer and be ready to chain CDs at the end of the fight.

AoE DPS is useless here because of 显赫. Everyone needs to be coordinated in focusing a single target down. The most common order at high keys is -> -> . This is because damage is far too high and bursty to manage without an unreasonable amount of interrupts.

Have an interrupt on for every 汤汁泼洒 cast possible to reduce the chance of a player getting bursted down. If you have melee DPS in the group you may also use an interrupt on 剩饭 to increase DPS uptime. Otherwise just dodge the cast.

Withhold an interrupt for 's 热浪 cast as it will wipe the group if allowed to cast for more than an instant. Once is dead freely interrupt his 燃烧之焰 to conserve remaining space.

will disorient its fixate target if it reaches them. Should never be you so your only real worry is if the healer gets disoriented you may need to watch your HP.

will become attackable a few seconds after the other 3 have died. He will hit the tank with 削弱护甲, greatly increasing our damage taken and a CD should be running always when this is on us.

He will summon 2 which can and will hit other players with 血腥突刺 if they are in range. Your melee should move away from these at least until you are hit with 血腥突刺. They will jump onto other players with 闪光餐叉 before returning to you. These can be stunned and should be nuked down while they are on the boss.

用餐时间！ needs to be interrupted each time it casts as the damage intake in this phase is already very high.

Explosive: Orbs can get out of hand on this fight, especially early on when you have 4 enemies active with one of them running all around the room.

TrashBehind the stage and into the next room are potentially very large packs that do only moderate tank damage. Defensive CDs and kiting should be enough to carry you through and a full AoE DPS set is recommended. Avoid pulling too many extra enemies behind the stage as they're not worth a lot of % and are just in the way of more lucrative packs.

should be tanked away from your ranged so to reduce their movement when these cast 赛诗大会 which, while interruptible, is so easily avoidable that using any mass CC on them would be a mistake as you will need all of it for the pull underneath the stage. These will place a 聚光灯 on the ground which will buff anything inside, friend or foe. Kite these away from early 聚光灯s for your ranged DPS to stand in. Once you are far enough away you can plant in a 聚光灯 only moving to dodge 赛诗大会. When these are killed they do not immediately die but cast 谢幕演出. No one should knock these back during this cast under any circumstances as it will not cancel the cast and has been known to spoil a good time.

will hit the tank with 裂地猛击 as well as cast 焰火 on a player in the group. Make sure these are not getting buffed by 聚光灯 but are otherwise not threatening. Immune to CC.

have a lot less HP than the s that are with them. Their only ability 火焰之地传送门 needs to be locked down because of the massive group wiping AoE damage it does. If this is allowed to cast it can be dodged by moving out of LoS before it finishes and the add that spawns is laughably weak. Chain CC these packs until they die. Bolstering: Because of the HP differences in Patrons and Singers and their quantity, pulling them together is a bad idea. You can and should pull both packs of Singers without getting the Patrons on the side.

are completely immune to all CC except knockbacks. They will hit the tank periodically with 检票 dealing fairly high damage but nothing too serious for a brewmaster. 眩目灯光 is their main ability and it can be interrupted temporarily with knockbacks. Be sure to turn away when this is finishing however as you will lose threat on everything if disoriented.

In the next room and down the stairs in the next area many large Guest packs as well as a few packs which should be avoided. If you stay to the left on the top floor and towards Attumen's room on the bottom floor you should be able to easily walk around all of the packs. have solo patrols all over the top and bottom floors outside the other 3 boss areas. These will cast 仆役的镣铐 on a player which should be interrupted or dispelled by the healer if allowed to cast. Be careful when pulling these not to grab an unintended pack.To quickly cover 2 mobs you will never pull, will heal other enemies and will mind control a player and 1 shot the group with 暗影箭 volley. NEVER EVER PULL THESE FOR ANY REASON!!!!!! have tiny health pools and may have a set of abilities they cast that should be watched for. Some packs of these will be dancing and have a 20% attack speed buff but their melee damage is negligible. Special ones to note are the warlock casters (痛苦诅咒, 献祭, 灼热之痛) which should be interrupted from range to bring them into the group. Technicians (投掷炸弹, 地精龙枪) should be faced away from the group.

Sanguine: These can be very difficult to move so other enemies should not be killed on top of them.

Bolstering: Be extremely careful when beginning DPS on these as it's fairly easy for them to get a little separated early on when determining which ones are casters. Let them group up before going hard. Pulling these with anything else basically guarantees a massive amount of bolstering as well and should be pulled without other enemies.

will occasionally hit the tank very hard with 腐烂之咬 which should be dispelled immediately with 清创生血. will cast 挫志怒吼 which needs to be interrupted.

Maiden's hallway has the toughest trash in the instance for your group to handle and is the primary reason groups wipe in this dungeon outside of the bosses. Chaining CC early and often to prevent a majority of casts from going off is the best strategy for pulling large and should keep you mostly safe until the very end of the pull where you will want to begin chaining large CDs to survive casts that are getting through. Time is important when fighting these and a full AoE DPS set is recommended, though you could consider 大宗师之魂, particularly on Raging weeks.

will attack from range with 射击 as well as cast 多重射击 at the tank. When engaged with these make sure no other player is within a few yards of you or they risk getting hit with 多重射击. To group these up you will need to use LoS. Sanguine: Like all ranged mobs these are difficult to move. Run out of LoS or use knockbacks to move them and try to keep things from dying on top of them.

will summon which needs to be picked up right away as it can deal a lot of damage very quickly to your group. They will also cast 盾牌重击 in a cone directly in front of them that needs to be dodged. This cast is not canceled by knockbacks and should not be attempted. will begin with the ability 迷心光环, giving 2 stacks per seconds to anyone in range and causing 被诱惑 at 100 stacks. At 50% they will transform, losing 迷心光环 and gaining the ability 女妖的哀号 which must be interrupted. If it is to go off, use a large CD and face it away from the group. will cast 调情 on a player which will do nothing initially but should be dispelled immediately every time it is ever allowed to cast. At 50% they will transform, losing the ability 调情 but instantly casting 碎心打击 likely 1 shotting anyone in the group with the 调情 debuff. They will also begin smashing the tank with the very hard hitting 剧痛鞭笞 and attempt to cast 死神之吻 which should be interrupted or dispelled immediately as it will very easily kill you. Have a CD rolling when these are below 50%.

Bolstering: Half the health of most other enemies in this hallway. Usually just focusing other things would be enough but these can't really be allowed to live for long. You'll probably have to deal with some bolstering with these packs, just keep it limited by pulling smaller.

will cast 魅惑香水 which must be interrupted every time. At 50% they will transform, losing their old ability and gaining 暗影箭, 暗影箭雨, and 恐惧面容. Chaining CC and interrupts, especially on 暗影箭雨 and 恐惧面容 is required.

Bolstering: Half the health of most other enemies in this hallway. Usually just focusing other things would be enough but these can't really be allowed to live for long. You'll probably have to deal with some bolstering with these packs, just keep it limited by pulling smaller.

Tank damage is low, especially for a Brewmaster as our stagger is capable of breaking 群体忏悔. Use a full ST DPS set.

If 神圣之地 is spawned to close to the center of the room you may need to move the boss. Be vocal when doing so to avoid people getting too close and risking chaining 神圣之箭.

群体忏悔 is broken by Stagger damage but it isn't uncommon to dodge every melee going into 群体忏悔 since she will cast a few times going into it and you will build dodge stacks during those times. If getting close to 群体忏悔 with no stagger, turn your back to guarantee you won't dodge or parry as the damage from a melee and resulting stagger is nowhere close to the damage taken from 神圣之地.

TrashTrash in 's room and the kitchen is not especially dangerous to a tank if handled correctly with one exception. None of the trash in the kitchen is required but it is efficient and easy so it is worth considering when deciding your route. Wearing a full AoE DPS set and subbing in 大宗师之魂 for pulls with is recommended.

will cast 奥术爆发 spawning a large swirl under a player that will explode after 3 seconds. These need to be dodged but can be pretty hard to see at times, especially if you are on a table. Keep a vigilant eye out. They will also debuff 2 people at a time with 爆裂充能. You shouldn't worry too much about taking damage from other people's circles as it is not severe. Immune to CC. Bolstering: Under no circumstances should these be pulled before all of 's room has been cleared of Guests unless you are coming from the bottom floor. In this case you will need to pull 1 to get access to his room but should still not pull the others until the whole room has been cleared.

will cast 脆骨 on the tank periodically but is only dangerous in combination with other hard hitting enemies. There is one of these patrolling from the kitchen 's room that should be pulled before engaging the boss. will hit the tank with 断筋 as well as cast 顺劈斩 periodically. Be sure your allies are standing off you. will cast 炙烤 on the tank, hitting very hard up front. This needs to be dispelled by the healer immediately. They will not cast this on a player already afflicted by 炙烤 and will target others if they attempt to cast while you already have the debuff.s will cast 裂颅醉意 and gain Frenzy both at 50% HP. When these are getting low you need to kite the entire group to avoid getting stunned and melee'd to death. If they are stunned when they are pushed to 50% they will not cast 裂颅醉意.

The combination of guests that spawn with can change how you approach this week to week. Generally speaking tank damage is only high towards the end of the fight when your entire group has Garrote and the healer isn't able to focus you anymore. Consider double armor trinkets but otherwise your DPS legendaries are your best choice here.

's abilities are all very simply and straightforward so deciding on a kill order and assigning interrupts/CC to his Dinner Guests is the 1st priority. A quick rundown of what they do and how to handle it:

will channel 抽取法力 on the healer and needs an interrupt assigned to get this every time as it can be an instant wipe if a tick is allowed to get off since the healer will go OOM much earlier in the fight. Its other cast will do group damage and can be ignored.

卡翠欧娜·沃宁迪女伯爵 will Channel 治疗之泉 onto when he is below 50% HP and needs an interrupt assigned to get this every time as a single tick costs a ton of time and healer mana to make up for. Its other cast will do group damage and can be ignored.

will leap to a player and then start channelling 钢铁旋风 while slowly moving towards the tank. Keep the boss moving back and forth along one of the the aisles if he is jumping to you consistently so you're always kiting him, especially with a melee in the group.

Lady Keira Berrybuck will cast 强化武装 on and needs an interrupt assigned to get this every time as his 锁喉 damage on the group along with tank damage ramp up significantly when buffed.

罗宾·达尼斯伯爵 will cast 回旋利刃 which should be dodged and avoided. Keep the boss away from these to give your melee more room to dodge other mechanics.

casts 意志摧毁者 which is a pretty clean 1 shot on most people at high keys. The area is very large but this cast can be interrupted with knockbacks, hard CC like 分筋错骨, and some other forms of CC.

All guests will gain Dinner Party from being in close proximity with other Dinner Guests so CCing 1 or 2 at a time is recommended. Generally speaking a good kill order to follow would be: > (if you have melee) > > 卡翠欧娜·沃宁迪女伯爵 > 吉拉·拜瑞巴克女伯爵 > 罗宾·达尼斯伯爵 > . Generally speaking your CC targets should be ones that cause heavy movement like Daris or Dreuger. If those are not available then any of the other Dinner Guests will work though most prefer to kill at the beginning of the fight to stay focused on his ability until he dies rather than adjusting to it later.

Once you have decided on a kill/CC order, pull the boss and non-CC'd Dinner Guests down the stairs to avoid incidental CC breakage.

锁喉 will always prefer the healer if they do not already have the debuff so you can have a good idea of when they will be stunned. This can be gamed with immunities but really only applies to a Holy Paladin using an immunity to remove a their own 锁喉 just before another goes out, effectively removing 2 debuffs from the fight.

Periodically casts Coat Check on the tank which should be dispelled by the healer as soon as it's applied.

Gains 幽灵净化 at 60% for the rest of the fight meaning previously CC'd Dinner Guests will need to be picked up. Freezing Trap from hunters works the entire fight and can be used to remove a Dinner Guest from the fight completely.

Be ready to chain defensives late in the fight as the healer struggles to keep up with all the bleed damage on the group. Kite the boss if needed to give the healer just a little more breathing room. Necrotic: 壮胆酒 can be used much earlier in the fight while you are still fighting Dinner Guests to help drop stacks since and his adds will stack in on you very quickly. Kite hard if you ever need to drop stacks.

TrashTrash above Attumen's room consists solely of and from earlier in the dungeon. The trash on the ground floor of Attumen's room must all be cleared before engaging the boss or it will all pull. Tank damage is not high here and a full AoE DPS set is recommended.

should be faced towards a wall so their 冲锋 cast doesn't disrupt the group or mob positioning. 猛烈践踏 needs to be interrupted or LoS'd every time.

will cast 治疗之触 on another enemy that is below 50% HP and should be interrupted. They also cast 穿刺护甲 on the tank and 鞭笞狂暴 on other enemies but the melee damage from these packs is not high enough to worry about.

will apply 燃烧之烙 to a player. No one should be in another player's circle when the debuff expires or they'll likely die. There is a trick where these will not cast this debuff if they are not within 10 yards of their threat target. This can free up the possibility of kiting them while your DPS are able to just turret into them.

will cast 猛击 which prefers the tank but will hit someone else if the tank is more than 20 yards away. Make sure you are in range to take this hit if any allies are going to be closer to these than you are.

Attumen the HuntsmanTank damage on this fight is not supposed to be high and generally speaking anything that would threaten you would simply kill you instead. Wear a full ST DPS set but leave 命令之眼 off since you will be switching targets too often for it to stack up to useful levels.

Tank the boss where it stands and have your ranged stay more than 30 yards from the boss to avoid the damage from 强力践踏.

Look to see if you have the specter from 无形, it will appear as a blue phantom above your character, and communicate with your healer if you do. The right person needs to be dispelled or the DOT will overwhelm your healer.

When his 50% Attumen will jump off and start attacking until she heals to full health over about 25 seconds. Face Attumen away from your melee to avoid killing them with 致死打击.

will run around and cast 人立 towards you throughout this phase. Dodge this wherever possible but avoid turning towards your group before a 致死打击 cast or moving the boss a ton.

共受苦难 is a ton of damage your group should never take. It is very easy to avoid as a Brewmaster by rolling away from him a couple times late in the cast. He will try to recast it if it doesn't hit anyone so be prepared to 滚地翻 away again or use 魂体双分 to get away.

If Attumen does not reach 20% HP by the time heals to full he will become unattackable again and P1 will begin again with an extremely annoying new ability as well as a really awful transition phase where will run around randomly towards other players and cast 鬼灵冲锋 3 times before finally obeying normal tank rules again.

Be vigilant in watching for 鬼灵冲锋 and always have your 魂体双分 down so you can teleport out of a bind if you get yourself trapped.

When Attumen dies, will gain 激怒 making 强力践踏 a very scary ability to your group but still should not do enough damage to worry you as a tank.

There is an invis skip towards the end of the dungeon. Bring a 隐形饮剂 or 德拉诺隐形药水 if using it.

幻灭连击 is the play here unless you are getting absolutely massacred by Medivh, in which case 坚定不屈 can be considered.

TrashThe early trash in this dungeon does a lot of magic damage to the tank. Until you get past the ghosts, wear 大宗师之魂. Teeming: There are now 5 ghosts instead of 2 at the beginning making this 1st part extremely rough. Skipping these with a death skip or other means is recommended.

will debuff the tank with 暗影撕裂 which does enormous damage. If you are pulling multiple you should get them together and stun them after a couple seconds in combat to try and sync up these debuffs so the healer can dispel them both at once. Chain CDs while this is active since it does more damage than any other trash in the dungeon. Their channel 灵魂榨取 should be interrupted.

will curse 2 players with 诅咒之触 dealing very heavy damage. Anyone that is able should dispel this. Their cast 恐惧嚎叫 needs to be interrupted.

will channel 不稳定的能量 making them pretty dangerous to fight in a small room. If you tank these on the stairs next to the ledge you create a safe spot next to the stairs that people can stand in without worrying about dodging these. Sanguine: 不稳定的能量 is a really long cast, avoid letting these channel in sanguine pools.

will do minor tank damage with 奥术打击 and 力场之刃 but their most interesting ability is 废灵. They will debuff a player with 废灵 until they run over their spirit which will always be in the same spot. When they do they will get a 20s buff that doubles their damage. The healer should LoS this enemy as much as possible to reduce the chances they will get it. You should keep this alive as you fight the next room to get more damage buffs. Just be aware it can ruin an interrupt order if the next interrupted gets silenced so try to have a backup plan for interrupts.

Bolstering: Unfortunately keeping this up while continuing to pull the next room is not feasible without having someone face tank this thing away from the next room.

will be protected by 烧蚀护盾 until it takes enough damage. Its cast 奥术弹幕 does a ton of damage and needs to be interrupted or LoS'd. If someone hits this hard enough before 烧蚀护盾 falls off it will drain all of its mana and not be able to cast 奥术弹幕.

Bolstering: These have more health than the Mana-Gorged Wyrms that accompany them. Focus the hard.

Tank damage is low and you want to do as much damage as possible, wear a full DPS set.

Most weeks you will want your group to set up in a line spanning the width of the floor or a couple of groups on one side of the floor. Move together when he casts 能量释放.

Focus down since they will gain damage over time.

Pool your 2nd charge of 醉酿投 for 唤醒 so that you can do the maximum damage. Use 上古战神药水 just before 唤醒 for added burst damage.

过载 will hit pretty hard after the 2nd 唤醒 and on, use a defensive when it hits.

TrashAll of the next trash is skippable, the 2 patrolling Pyromancers by just walking past when they are on the right or going around the back of the pillar the are in front of when they are on the left. The Wrathguard can be skipped with 闷棍/禁锢 or an invis/FD skip by using a hard CC and having a mage or hunter walk up to it, the rest of the group can walk past, and then the mage/hunter can invis or 假死. Otherwise if you pull it just wear your DPS gear.

will cast 邪能火球 primarily but will also spawn 2 邪能炸弹 which can be soaked, though it does a ton of damage. These will despawn if the dies before they explode which you should do. They will also spawn s which cast 狂热献祭 but will despawn as well when the Pyromancer dies.

s will spawn swirls that need to be dodged. If you taunt them they will fly to you and begin attacking. They need to be faced away so no one has to worry about 邪能吐息 except for you.

needs to be tanked facing away from other people since it will constantly hit with 顺劈斩. It will cast 滑行 periodically which drops threat, taunt immediately after he teleports.

This boss does insane damage to Monks. You need to run 大宗师之魂, an absorb trinket, 废灵余烬, and either 风暴烈酒的背水之战 if you believe in yourself or 盖平的舒缓腰带 if you don't.

Have someone calling your interrupts based on a priority system. Short interrupts > long interrupts > 奥术洪流s. Make sure communication is totally clear as to what is getting interrupted and when so they you are not overlapping interrupts and potentially being unable to cover everything.

炼狱箭 should be interrupted if the target is unable to dodge it with some sort of movement. You can dodge this pretty easily by running out to the side of the room and rolling back to or teleporting back to Medivh when his cast is finishing.

穿刺飞弹 will do insane damage and should get interrupted periodically by your 废灵余烬. This should never be allowed to finish its channel though you can use CDs to survive most of the channel before interrupting. Letting the cast finish and gaining the 穿刺飞弹 debuff puts you at very real risk to die before you can react to the next 穿刺飞弹 cast.

During 烈焰花环 do not get too close to your melee so you don't get trapping in their 烈焰花环 with them. 炼狱箭 cannot be allowed to land on a player with 烈焰花环.

Set a kill order for and interrupt their 奥术箭s. Explosive: Watch for orbs spawning from the Images away from your kill target. Ranged need to kill these quickly.

TrashAfter a super long fall you can go directly to the next boss or pull trash for % since it is pretty efficient and can be used to build resources for the next boss. Only the rats hit the tank hard but you should not pull them. Wear your DPS gear.

will debuff the tank with 汲取生命 which should be dispelled by the healer immediately. It will also cast 蛛网 on an ally, possibly including hunter or warlock pets. 迅如猛虎 can be used to remove this.

will cast 奥术冲击 which hits the tank fairly hard. 厄运诅咒 should be removed by anyone that can since it does high damage when it expires. Its other cast 吞噬魔法 needs to be interrupted or this will heal it to full health.

will debuff the tank with the non-dispellable 剧毒长牙, dealing very high damage. They will also spawn a wall of s with 奔踏 that you can avoid by slipping between the gaps. Don't pull this if you can help it.

Tank damage on this fight is determined by your strategy and comp. If you have a lot of immunities you should be able to run full ST DPS gear and not have to worry a lot about soaking. If you don't have many immunities in your group you will want to run a super turtle set so you can soak a lot at once. This means 原初观察器, 大宗师之魂, 2 absorb trinkets. (Avoidance is useful for dropping stacks in 能量虚空)

Pull the to the corner so you are inside the corner.

能量倾泻 does pretty fair damage to the group so the healer will be pulled off you for a time. Watch your HP carefully here.

Avoid the 奥术炸弹 spawns. These can get a little weird with your camera while you are in the corner, just be sure you're watching your feet.

When the boss casts 凝聚能量 most of the orbs should drop right in the center of his model making picking them up predictable. You only need to soak 4 stacks on the 1st cast of this ability but subsequent casts you will need to soak 8+. Assign soaks, preferring to have immunities soak everything after the 1st cast of 凝聚能量.

On the 1st soak you should be able to get away with just a single absorb trinket. Any subsequent soaks you will want to combine an absorb trinket with another large CD like 躯不坏 or 禅悟冥想. Depending on how many times you will have to soak you should decide what combos you will use beforehand. Remember to use your healer's external if they have one.

If the boss ever gets maximum mana, everyone dies from 屠戮精华. If you run out of CDs to soak and there are no more immunities you can have someone suicide soak or you can kite the boss while you finish him. The orbs will speed up as the go so this is not a permanent solution.

TrashNone of the following trash hits tanks hard, wear a full AoE DPS set. You can do an invis skip before the Eredar trash to quickly get to the chess event.

will launch an orb out which will travel back until a player 拦截s it in which case they will gain Absorbed Mana, or it reaches the in which case the entire group takes a ton of damage from 吸收法力. Most weeks I find the best way to do this pull is to pull everything together before beginning a kite down the hallway, your DPS grabbing the orbs that trail the pack and your healer helping you soak the ones in front. Bolstering: Pulling everything is not efficient. Pulling about half the room at a time results in a much more reasonable bolster level.

Explosive: A pull with this many mobs is going to result in way too much for you to handle. Pull in groups of 6 or 9 at most.

Necrotic: These have an insanely fast melee swing timer and WILL make you completely unhealable before you even have time to react. The moment they are grouped you need to immediately start running. Save several Purifying Brew to cancel out most of the stagger while you are unhealable.

should be faced away from your group because their 2 casts 重力碾压 and 强力挥砍 will affect those in front of it.Chess Event will finish when the dies. Focus down a to make the Vulnerable by removing 王权, AoEing other mobs in the area to weaken them in case you need to make the vulnerable again. At 30% the will stop gaining 王权 and needs to be tanked. While the is immune you don't have to stay in melee range of it, but make sure your melee move away from it 1st. Don't get hit by the chess moves. s will do damage around where they land as well as from their move. The best way to counter this event is simply to know your chess.

Tank damage should not get bad until the last platform if you are avoiding extra damage and getting interrupts on the boss. You should be able to wear a full DPS set but you may want to run with an armor trinket.

炽热冲击 should be interrupted every time. You will need several interrupts to get all of these so set up an order beforehand. If this is allowed to cast the healer needs to dispel it.

If targeted by 邪能光束, stay still until it spawns and then run away from it. If you are moving when it spawns it may spawn in front of you. Try to face the boss away from pools created by this ability.

Make sure no one is around you if you have 混沌暗影 when it is dispelled or expires. Stand still if you are the one being dispelled and avoid the orbs that spawn from this if you are not.

Avoid getting hit by 分裂波. Try to make sure your group is not between the boss and the pools created by 邪能光束 so prevent him from spawning a portal in the pool.

Avoid swirls from 轰炸. They take a while to hit so try to see which ones are spawning 1st and which are last so you can dodge them by letting old ones hit 1st and moving into their place.

At 66% he will spawn a portal directly in front of him whether that is facing you or facing the way of his last 分裂波.

Avoid getting too near the Legion s on the side. Dodge 分裂波s as you advance.

If no one enters the circle where the boss is, he will not stop casting 分裂波 but will also not cast any other abilities. A very safe strategy involves DPSing the boss low before entering so you don't have to deal with 混沌暗影, now spawning on 2 people, or 轰炸 which can be difficult to dodge.

At 33% he will spawn a portal directly in front of him again. 稳定裂隙 needs to be interrupted at the last moment. If your group has immunities they can use them just after this is interrupted to potentially pre-immune 混沌暗影, now spawning on 3 players.

Players should be spread on this platform to avoid getting cleaved by 暗影黏质.

Pick up all of the and be ready to use defensives as they do hit hard. Their 炽热断筋 debuffs on the tank should be dispelled by the healer. 2 more will spawn from the rift when you interrupt 稳定裂隙.

The only dungeon I would ever consider High Tolerance on due to how hard the 1st boss hits. Still should take one of the other 2 choices with an emphasis on how good 迷踪步 is since trash hits very hard and any added defensive bonus from ED is very welcome.

扫堂腿 is generally the play here since most enemies are not peaceful enough for 平心之环. Sanguine changes that since many of the enemies that can be knocked back are also casters that will stand still in sanguine pools.

The 1st boss is literally impossible to survive on your own at high enough key levels. You will need help from a warlock or hunter pet taunt, and/or a balance druid's 自然之力.

There are a ton of mixed health groups in this dungeon making Bolstering and Sanguine much more challenging to your group's coordination than in most dungeons.

TrashTo begin most groups will skip the 1st by using 闷棍/禁锢 or by running onto the bone to the left and walking past when he is all the way to the right of his patrol. Hug the right as you are crossing the bridge so you only pull 1 bird. Most groups will pull the left and right packs together. The tank damage is pretty high but you need every single CD available for the boss so you should generally wear a full DPS set and kite when you are in danger. Trigger the boss's RP to kill all of the slaves in the middle of the room by running into the pack on the right.

will debuff a player with 带钩长矛 a moment before pulling them into melee range and casting 带钩长矛. If the 带钩长矛 debuff is dispelled with 迅如猛虎 or by the healer before the grip then it will not grip that player in. Its casts 破裂 and 漩涡污泥 are both long range lines and should be dodged. Sanguine: These will spend a lot of time casting their various uninterruptible abilities so avoid letting things die on top of them.

should be tanked faced away from your melee. If you are kiting backwards you can avoid hits from 穿甲 and 劈砍灵魂. will debuff their target with the disease 野蛮撕咬. You need to pick these up right away if someone pulls extra and dispel the disease with 清创生血 on anyone that gets it, including yourself.

Bolstering: The health pool on these is tiny, you can CC the single bird that you get if you hug the right of the bridge so you don't need to worry about it bolstering other enemies for a while. Just be sure to grab this when the CC is over.

is found throughout the rest of the dungeon and are one of the most dangerous enemies to the group. These will debuff a player with 死水冲击 which will explode when the debuff expires or dispelled. Whomever gets this needs to move away from the group, including yourself. They will channel 挑衅打击 towards you, move through them when they start their channel to avoid the damage. If they hit a wall they can sometimes turn around and run at you full speed before doing their smash at the end, so be ready to move far away from them. Immune to CC.

Bolstering: These have a very high HP pool compared to everything in the beginning of the instance and should be focused down.

has 2 interruptible casts. 火焰冲击 should be interrupted every time you can since its target is random and can combo to kill someone pretty easily. 照明弹 can be dodged but is hard to see in melee, just keep moving when this is casting.

Bolstering: These have less health than what you will pull them will so they should not be your focus.

Damage on this boss is absolutely brutal to a tank. Even if you are wearing the absolute max defensive gear you are going to need help. Wear 大宗师之魂, 阿克蒙德的重生之恨, and another absorb trinket.

黑暗鞭笞 is 99% of the difficulty of this boss. You need to use 1 CD for each 黑暗鞭笞 that hits you to survive at high levels. You want to be as efficient as possible which means using short CDs before long ones. A typical fight would look like this: 阿克蒙德的重生之恨 -> 躯不坏 -> Trinket2 -> 壮胆酒 -> 禅悟冥想 -> 阿克蒙德的重生之恨. After this you will not have a CD available for each one and you will need a warlock or hunter pet taunt on the boss just before each 黑暗鞭笞. He casts this at 100 energy so it is easy to predict. The best way to do this is to have the pet around the max range of its taunt so even if the timing is a bit early it won't get melee'd to death before 黑暗鞭笞. If you have a balance druid running 自然之力 they can use it on each set of adds.

Avoid hitting the clouds from 灾祸 if you don't already have a CD running since they do hit fairly hard and will damage the entire group, pulling healing off of you.

Dodge 亡者嚎叫 and quickly return to melee range so he doesn't move too much, potentially surprising other players with 灾祸. This goes for 北地冰风 as well.

Your group should stack up for 亡者复生 and dodge the swirls on the ground. The amount of adds spawned will be proportional to the amount of 灾祸 clouds that haven't been soaked. Pick up these enemies ASAP and begin kiting them in circles, especially on Necrotic weeks. You should be much faster than they are if using your rolls well. Explosive: These will spawn Fel Explosives and there will be a lot of them if you don't soak 灾祸s. This is an important week to soak at least a few 灾祸s to avoid these getting out of hand.

TrashTrash underneath the ship can be really dangerous to you because of how little room there is to kite and you won't usually have your CDs back from the boss right away. 大宗师之魂 and an absorb trinket are important pieces here.

will cast 灵魂虹吸 which should be interrupted. 六磅的火药桶 will target a random player and roll slowly towards them. This will explode when it hits a player or a wall so be away from it. 希望诅咒 should be dispelled by the healer if possible, though not all healers can remove curses. Immune to CC.

deal extremely high tank damage with 非常邪恶之击 and you will want to chain CDs when fighting multiple of these. They will periodically gain 深谙水性 which can be dispelled but they may dodge dispels as well. Don't try to stun them during this since they can dodge that as well. They will disappear, leaving 2 images before teleporting to one of them and casting 狡诈打击 at both locations. Don't stand in front of either image.

will only cast 隐蔽打击 on the furthest enemy from them while the tank is in LoS. When you pull these start kiting immediately and have your entire group stand close to them so that you are always the target. After they leap, have your group reposition on top of them again and get far away. If you run out of LoS they will chase you until they can see you before casting their 隐蔽打击 again. Sanguine: Try to make sure these are not leaping over sanguine pools and then running through them again.

Bolstering: Care that you don't pull these with anything else since their health is very low. The patrol can sneak up on you, don't get caught fighting something with a lot more health than them when they get to you.

is almost always a trap to pull since the damage from 黑暗提灯 is basically unhealable at high keys. 黑暗提灯 will only cast if the tank is within about 15 yards of the Mariner. Because of this a skip has emerged where the tank will grab the , , the patrolling dogs, and take them all to the right side of the ship where they will tank for a few moments and then die while the rest of the group moves past the bottom deck and rezzes you.

Raging: Should you fight this and he casts 黑暗提灯 during raging, all is lost. Kite him before he casts 黑暗提灯 when he starts to get low so that you group can kill him without having to throw corpses at him.

Teeming: One of these will now patrol the top of the boat and can ambush your group if you aren't expecting him or if a pull takes too long.

can be skipped with the previously mentioned tank skip, but if you do engage it face it away from the group so you don't kill everyone with 怨毒吐息. Dodge the breath yourself but dispel the disease he applies if you are hit with 清创生血. 剧毒猛击 will eat up a lot of room over time so keep moving him as he spawns pools. will gain 幽灵怒火 shortly before casting 刺骨尖叫. It is pretty easy to outrange this fear but you should assign interrupts anyway since there is nothing else to interrupt before the 2nd boss. When fighting this on top of the boat you will still want to prioritize the interrupt on 刺骨尖叫 if you have melee but you can just 滚地翻 away when it begins casting to outrange it.

There is no significant tank damage on this fight as long as you avoid his mechanics and get the interrupt on the add. Wear a full DPS set.

Assign an interrupt order to so that not a single 虚空裂痕 is allowed to cast.

Pool 2 charges of 醉酿投 for adds from 破碎. Use 扫堂腿 on the adds right when they spawn to keep them together. Explosive: You can get really unlucky with explosive spawns here so be ready to hard swap to them after you get your 醉酿投es out.

TrashHow you handle the trash in the next area can vary pretty wildly, but generally speaking the tank damage will be pretty high. 大宗师之魂 is a good pick here, but if you pull big you will also want an absorb trinket and to potentially wear 阿克蒙德的重生之恨 or 铁砧硬化裹腕.

will primarily cast 隐蔽之箭 on the tank as well as periodically channel 灵魂激流, which should be interrupted.

does the same abilities as the (though a slightly different name on their channel 灵魂漩涡) as well as periodically cast 涌动之水. The heal from that ability is actually very small and, while you should interrupt it if you can, is not as high a priority as the channeled abilities.

should be tanked facing away from your melee so they aren't taking extra damage from 双击. Watch your HP when you are debuffed with 缚灵 since your damage intake will be quite high. When he casts 绝不留情 you can tell where he will teleport since he targets the person he is teleporting to at the beginning of the cast. Be sure to avoid standing where he lands since the damage is very high on a pull that already hurts. 衰弱怒吼 needs to be interrupted every time, so assign an interrupt order. s and s will spawn in 2s constantly from behind him and must be picked up. will cast 死灵箭 on the tank until they have 3 stacks of 死灵灌注 times before casting 死灵弹幕. Once 死灵弹幕 starts casting it can only be interrupted by death so they should be locked down and killed before they can cast this. will slow you with 断筋 as well as cast 致死打击 on you periodically. Try to kite the warriors a little bit to reduce the chances you take a heal reduction.

Tank damage in this 1st phase is very high but comes in bursts. If your tentacle damage is good enough you can get through it with just your CDs but you may need to wear 阿克蒙德的重生之恨 and another absorb trinket to give you enough CDs to handle this phase. Phase 2 does minimal tank damage and is more about getting interrupts.

AoE the tentacles as much as you can since their hitboxes are very large and 醉酿投 should hit both sides of the front of the ship.

s need to be picked up as soon as they spawn but will melee anyone that is in range when they spawn. Your group needs to memorize the spawn points so they can avoid standing next to them.

Use a CD for each 迅捷割裂 cast on you as that is where most of the damage comes from.

If you have to dodge 死水弹幕 to the opposite side of the tentacle you are tanking, move at the last moment and taunt the tentacle before you leave so it won't cast 重击 while the taunt debuff is active.

Try to have your 被污染的精华 dispelled in a spot where you can still tank the without getting hit by the explosion afterwards.

6 tentacles total need to die and the s are not buffed by Tyrannical, making them more efficient to kill. Usually we will kill 4 s and 2 s. Each needs to be killed before the next spawns so you don't have to eat 重击 from one of them.

After she emerges for Phase 2 have an interrupt order assigned. Only 2 interrupts are needed to cover every 洪流.

Get used to the tells for 腐化咆哮 so you know immediately which part of the ship is unsafe.

Stay near the sides or front of the ship during intermission phases since tentacles won't reach.

扫堂腿 is almost definitely the choice here, though you could run 平心之环 if oversaturated with stuns or if you are using it for a specific skip.

迷踪步 is really strong against a lot of trash in this dungeon but will not be very effective against any of the bosses. Balance your need for more trash survivability with the large boss damage increase of 幻灭连击 when making your choice here.

TrashTrash en route to the 1st boss doesn't hit particularly hard on its own but as a large pack can be pretty overwhelming. 铁砧硬化裹腕 are amazing if pulling huge along with an armor trinket. Be careful that you are not trolled jumping into the water before with some sort of Water Walking on. Bolstering: The early pulls in this dungeon will change dramatically due to bolstering. Most group choose to hug the left wall and pull the s, (from range, should not pull s when pulled this way) and the s without any Crawlers. Focus down the s as they will go immune and teleport behind another player taking themselves out of AoE. Once these die you can clear out a lot of s without worrying about bolstering something dangerous.

have tiny HP pools, are everywhere in this 1st room, and will drop 酸性溅泼 when they die. These melee surprisingly hard and are a big reason why defensive gear in this room is useful so don't turn your back to them. Sanguine: Because these have such low HP and there are so many it is very easy to heal other enemies to full. Try to keep these from dying on top of the pack or have your group's knockbacks ready.

Necrotic: This can get out of hand really quickly when pulling so many of these little enemies. Avoid getting stacks early in this pull so you can effectively damage everything enough to gain lasting threat before you have to begin kiting to drop stacks.

will debuff the tank with 穿刺碎片 but are otherwise unexceptional. will debuff the tank with 噬骨咀嚼 but are otherwise unexceptional. will occasionally 下潜 and appear behind another player and begin channeling 粘性胆汁. These will drop threat when they reappear and need to be picked up again. Stunning a while it is submerging will make them immune for several seconds and wastes a lot of time. They will drop 腐臭软泥 when they die.

Sanguine: Make sure no one has their back to Sanguine so they don't heal to full while they channel.

will cast 碾碎 which should be easily outranged by most players. should be tanked facing away from the group so they don't have to worry about getting blown up by the 碎地/穿刺碎片 combo. This needs to be CC'd in some way during his 穿刺碎片 cast or he will probably kill you and everyone behind you (分筋错骨 can get every one of these though you may cause your Warlock to REEEEE). Use major defensives if this is allowed to cast and do not point it towards the group.

Bolstering: These have very high HP compared to other enemies you could pull it with and should be the focus. It is not uncommon to get one to half HP before bolstering it once so you can chain this into another pack rather than finishing it solo.

Teeming: A 2nd one of these appear in the 1st pull making it much more difficult to interrupt every 穿刺碎片. Assign CC to both of these to make sure you aren't taking this damage.

are simple enemies for simple people and have no abilities.

Tank damage in this fight is predicated on how well you can avoid the 窒息之尘 from dead s as you move about the room since that is the only real damage this boss does aside from his very obvious and easy to avoid frontal cone. Should you not trust yourself or if you don't want to have to worry about being perfect with your positioning you should run 大宗师之魂. Otherwise you can wear your ST DPS set.

Pick up every that spawns and help DPS them down as the damage does with 碎裂 is based on how much health the s have left. The timing on this can be really bad as he can spawn an add the moment before 碎裂 hits. Your group will have to get a feel for this and be ready to use defensives should it happen.

Try to keep early in the same spot so you can conserve space.

TrashTank damage on the trash before Ularogg is moderate and mostly physical damage so an armor trinket is good here. Otherwise there generally aren't enough enemies to wear 铁砧硬化裹腕 to great effect.

will run to the nearest drums and Channel 战鼓 which will summon more s if not interrupted with some sort of CC. These will stand still for a while after being interrupted but will eventually go and attack the group with their threat table only starting once they do. Watch for when this gets loose and pick it up immediately. Breakers spawned in this way give no percent but will trigger death effects from affixes like Sanguine and Bolstering.

need to be faced away from the group so they don't have to worry about the frontal cone portion of 山崩. Everyone should be moving when this is cast so avoid taking damage. 山崩 will only be cast if the tank is in range so these can be kited to protect your group from having to handle 山崩.

will constantly cast 锯齿圆盘 at random DPS in range or the tank (never a healer unless there are not other targets). If they are targeted by someone in their range they will 撤退. Target other things while AoEing these down so they don't jump away. 锯齿圆盘 is dodgeable but will not 吞噬 or generate 醉拳大师 stacks meaning you can effectively negate all damage if they are all that are hitting you once you get capped on dodge. Like the Breaker these will not cast if the tank is out of range so kiting is effective. Sanguine: Can be annoying to move since they will spam 锯齿圆盘 but if you didn't make them jump early you can make them jump just before other enemies start dying so they never get healed. Otherwise you need to outrange them.

Teeming: There are now 4 of these in the middle pack making this pull very dangerous.

will patrol with a . No one should be near the front of this enemy since its 碎石 has a pretty small radius but does very high damage. It will use 杀戮命令 making the cast 岩石凝视 on the healer which should be interrupted. The Gnasher will use 噬骨咀嚼 on the tank as well.Blightshard Shaper casts the very dangerous 岩石箭 which needs a strict interrupt order. He will also create a which should just be dodged and killed from range. If someone does walk through it they need to be dispelled by the healer or they will be stunned. will do nothing but spam Scorch even while CC'd. Dodge the swirls and kill this quickly.

Bolstering: This has the smallest health pool of anything in the instance and is a guaranteed bolster stack. Do not pull this with extra enemies.

Tank damage is very high on this fight thanks to his burst magic damage from 破甲. Wear 大宗师之魂 and an absorb trinket. You could also wear 阿克蒙德的重生之恨 but dropping 风暴烈酒的背水之战 for this fight shouldn't be necessary.

s spawned during this normal phase can be stacked by turning the boss 90 degrees to the right after the 1st Idol spawns.

Watch carefully for the idol he is in during 山峰形态. Staying in this phase for a long time is probably a wipe since the damage ramps up considerably. Explosive: All of the s can spawn Fel Explosives so your group needs to watch for them.

TrashDepending on how big you pull here the tank damage can get pretty high. There are enough enemies here to make 铁砧硬化裹腕 strong along with an armor trinket.

will debuff a random player with 吸血 doing very high damage and pulling healing off of you. No one should be near the tank to avoid getting hit by 碎石. He will cast 蛆虫呼唤 which summons a , fixating a player and then transforming into a at the end of its fixate. If the is CC'd in any way before the fixate is over it will never transform but will still melee so people should watch for it and avoid it. A will pull people in with 尖刺之舌 and has a 腐臭之池 surrounding it. These are worth no % but will despawn after some time. CCing s should be an absolute priority. Not everything works but 分筋错骨 and stuns do.

do nothing except melee hard and have tiny HP pools. Bolstering: CC the 2 large enemies that accompany these and pull them more than 30 yards away before killing them.

Tank damage is moderate throughout the fight thanks to the poison from Toxic Wretch but using heavy defensive items to deal with it is not ideal. Consider wearing 阿克蒙德的重生之恨 but otherwise a ST DPS set is good.

毒性污秽 will telegraph where it will cover up and you should avoid thos迅捷领域s. Be sure to stay in melee range however or the boss will cast 喷吐酸液 or kill a melee.

Use 清创生血 on the player most at risk in this fight when they get the poison from 毒性污秽 to help the healer.

During 尖刺之舌 you need to get behind a recent 腐坏之喉 or use both charges of 真气突 and run against the pull. The movement speed is enough to cancel out the pull. Place your 魂体双分 at the boss so you can teleport back as soon as this is over.

Should reach the boss for long enough to be devoured or the tank get pulled in during 尖刺之舌 will gain 暴食. This will not actually increase the damage by 50% relative to what you are taking but instead increases the base amount by that much only. This means that getting stacks of 暴食 at high key levels is actually not a dealbreaker at all though should still be avoided. Explosive: adds can spawn Fel Explosives up on the ledge before they jump down which need to be killed by your ranged DPS.

TrashTank damage is fairly high when fighting but is otherwise very low. Consider wearing 大宗师之魂 but otherwise you can just wear your DPS set.

will gain Charskin and start channeling 燃烧之恨 around 75% unless the it is stunned when it passes the threshold or if the cast itself is canceled by CC.

do the same 锯齿圆盘 attack as Pelters but will not Retreat and instead cast 束缚 on the tank which needs to be interrupted.

deal very high group damage from 水晶之刺. This will always choose the 3 furthest players so the people you want to avoid getting hit by this should stand under the mob and the tank should be at max range. This needs to be tanked facing away from the group so they are not hit by 余烬横扫. Frenzy should be canceled by CC. Bolstering: Have a lot of HP but will also bolster other enemies twice since there are technically 2.

Tank damage comes in bursts but is very high during those burst windows. Wear 大宗师之魂, 阿克蒙德的重生之恨, or both along with another absorb trinket.

Face the boss away from the group before he casts 山崩 since the cone is massive. 山崩 will also break 水晶尖刺 which can cause a wipe as well.

He will almost always cast a 山崩 into a 熔岩冲击 combo so you'll want to use defensives for the 山崩 and have them carry over.

He will cast 水晶尖刺 on a random ranged or healer which does a lot of damage when it gets to its destination. Try to spawn these close to the boss.

Depending on your comp you may want to keep the from breaking a 水晶尖刺 early so it can be used to buff damage. You can slow it and stun it to keep it from getting 水晶迸裂 too early but otherwise should be the focus. Whomever is fixated needs to kite this into a 水晶尖刺.

Most of the time you will get 3 水晶尖刺 before the next 熔岩波, letting you use up to 2 for the . There is a point in the fight where you will only get 2 however, so use them wisely.

You can tank the boss close to 水晶尖刺 so your melee DPS can continue hitting the boss during 熔岩波. Everyone needs to be behind a Crystal Spike when this starts channeling and can run forward at the end to force the next 水晶尖刺 to be close to the boss.

迷踪步 is effective against some of the trash but will yield less of a result against bosses than 幻灭连击 simply because of how much magic damage most of them will do.

扫堂腿 is completely superior to 平心之环 in this dungeon as many enemies are immune to knockbacks.

TrashTo begin the dungeon there are 2 packs of Blobs that are both incredibly dangerous and time consuming to deal with. There is also a that will be patrolling away from the entrance to the left at the beginning of the dungeon. Skipping these packs is HIGHLY RECOMMENDED. One simple skip involves waiting for the to move far enough away that you can 滚地翻 through the 2 packs and pull them away from your group so they can run past. When your group is in a safe position you can let yourself die and be resurrected to continue on through the rest of the dungeon.

's should be tanked away from the group so they avoid the damage from 软泥爆炸. They will split into 4 s which cast the same ability 软泥爆炸. Each will also split into 4 which do not have any special abilities. Bolstering: and will bolster other nearby enemies. All other death effects are triggered as well. This trash already had enough reason to skip it.

Necrotic: The massive amount of enemies that spawn will cause stacks to go very high very quickly. Make sure to kite/CC when reaching a dangerous amount of stacks. Do avoid kiting or too close to your healer and ranged DPS as they should easily be able to outrange the damage from 软泥爆炸.

will leap to a player and begin channeling 吞噬. It will continue to melee attack a target in range and it is advised you always follow it when your group has a melee DPS. The poison debuff applied by melee attacks 腐蚀 should be dispelled every few stacks with 清创生血. are single enemies that are scattered throughout the dungeon with long, set patrols. These can be pulled with ranged abilities without pulling anything else in the dungeon as they are not linked with anything at all. Their ability 折磨 is broken by LoS and it is highly advised that the group chain interrupts as long as possibly after the 1st 1 or 2 casts get off, then LoS each cast until stacks wear off. These enemies will not move while casting but will chase tanks if they go out of range or out of LoS. Avoid letting these enemies chase you into your group's cover. Immune to CC.s have a tiny health pool, will fixate random players, and cannot be tanked after the 1st couple of seconds. Use 平心之环 or 扫堂腿 to keep them together as much as possible to make AoE DPS more effective. The disease debuff they apply when close to their targets can and should be dispelled by 清创生血 if the stacks are too high. Avoid casting 清创生血 on yourself if you only have a couple of debuffs as a dispel on another player can easily save their life.

Sanguine: Because these die so quickly it is important to ready knockbacks to push other rats out of the pools as it's really easy to completely heal a handful when they are slowed in pools.

Bolstering: Make sure the is nowhere near these when they die.

Explosive: Trying to kill Orbs with a pack this large is a huge time expenditure and risk. Your entire group should focus the rats early and LoS any early Explosives that spawn.

This wing is the beginning of the Withered packs that dot the rest of the instance and can either be very easy when properly controlled or very dangerous. Tank damage should never be high in this wing until the boss so feel free to wear a very DPS set.

s primary threat is their cast 奥术之灾 which will target random players in range and should be interrupted. If their other cast, 变流, is allowed to go off it should be dispelled or stolen if relying on individual interrupts since they are immune while buffed. Generally speaking the best way to do these packs is to pull large and cycle CC so they are never allowed to cast 奥术之灾. By the time the CC cycle is over there should be enough dead that individual interrupts can cover enough 奥术之灾 casts to keep the group safe.

will often accompany these packs and have more health than s by more than 50%. 虹吸精华 needs to be interrupted every time before it starts channeling. These will create a 坍缩裂隙 on the tank periodically which needs to be moved out of and is capable of hitting you from great distances and ignores LoS. Do not stand on other players even if out of range as it can easily kill them. Avoid spawning these in spots where your group would have to run through them to advance. Bolstering: Significantly more HP than Fiends, these need to be the priority.

should never be allowed to complete either of its casts as they can both have disastrous effects. It will begin casting 相位裂隙 right away but will only begin casting its heal, 奥术复原, at 50%. The 2 s at the end of the hall are not linked together and can be pulled separately. will cast the same healing ability, 奥术复原, at 50%. It will periodically spawn very dangerous s. Move at least a solid 10 yards away every time they spawn and get them slowed with 醉酿投 as soon as they spawn. Do not stand in the path of 奥术切割者. Immune to CC. have a tiny health pool and will constantly spam cast its only ability as long as there is a valid target in range and in LoS. The 1st group of these is completely linked on the left and right sides and should be pulled back to a spot where your entire group can LoS so they group up quickly. Dodge the swirls that spawn under your feet.

Sanguine: Because these do not move as long as they are able to cast it is very easy to heal a couple of these to full on a large pull. If a displacement is not available your entire group can move out of LoS to move them out of pools.

Bolstering: Pulls with s and Wyrms must be approached with some finesse in order to be efficient. Because the s don't move while casting, a player can "freeze" the Wyrms where they are by staying in LoS while the rest of the group can be out of range focusing on the s.

Explosive: Trying to kill Orbs with a pack this large is a huge time expenditure and risk. Your entire group should focus the Wyrms early and LoS any early Explosives that spawn.

This boss is arguably the hardest for Brewmaster Monks to tank in all Legion Dungeons. His Magic Damage output on the tank is very high and nonstop until the fight is over. 大宗师之魂 is a requirement. 阿克蒙德的重生之恨 is highly advised as well as any other defensive trinkets. Mastery is a useless defensive stat in this fight.

Where starts the fight is the exact point he will teleport to when he casts his channel, 法力超载. This needs to be interrupted as close to instantly as possible to avoid the boss doing even more damage. This cast will start off very long and easy to interrupt but as the fight goes will get faster and faster to the point where he will gain 25% damage and haste over 1s. There is an interrupt technique that melee and hunters can do where they turn their back towards or go out of range of the boss to face/be in range of his teleport spot. They can spam their interrupt and it will only go off once he teleports, near instantly interrupting the cast. This is not necessary for the 1st pair of casts at all but is a vital technique in high keys, especially in Tyrannical.

His tank nuke 奥术冲击 can be interrupted but he will begin recasting right away. It's good to interrupt this at the last possible moment and you want as many people interrupting as possible while always having one assigned to 法力超载.

Players with 虚空链接 must not cover where the boss teleports to or in the vicinity. Try to form at tight a shape as possible or as flat a line as possible away from the boss.

Though 奥术冲击 technically has a 40 yard range, the boss will chase the tank when going beyond about 15. Keep this in mind for repositioning the boss slightly away from his teleport point as well as moving him from poorly placed 虚空链接 zones. In desperation mode this boss can be kited for a while using 滚地翻/真气突, 魂体双分, and our default quickness.

If a melee is afflicted with 动荡魔法 try to let them keep hitting the boss by moving away from them in the last couple seconds before it explodes.

Save a defensive CD for towards the end of the fight if the boss is allowed to get too many stacks.

TrashThe amount of trash to the next boss is very low but many groups will want to spend their second Bloodlust on another boss or trash pack later in the dungeon and choose to come back to him later. Regardless, the magic damage on the tank in this next room can be extreme. Wear 大宗师之魂 and consider other defensive trinkets. The biggest damage spikes are not telegraphed but can be anticipated with practice so absorb trinkets can be very effective.

s are only present in this room and can quickly wipe the group if allowed to cast 漩涡之眼. Make sure that cast is interrupted and move the entire pack out of the 迅捷领域 these spawn. If you choose to stand in the 迅捷领域 yourself make sure not to stand on your allies as the Withered Manawrath will still cast 坍缩裂隙 on the tank.

will alternate between dealing high tank damage with their ability 虚空伤口 to doing nothing at all while channeling 奥术屏障. Point these away from the group to prevent a lot of extra movement trying to hit these during 奥术屏障. It is very possible to kite these when they are not channeling to avoid taking the large hits, however this will slow the group down a bit since all the enemies in these packs have frequent casts and will not keep up.

This boss hits like a wet noodle and gives a ton of haste throughout the fight. Wear a pure ST DPS setup.

Be ready to click a 隔离区 on a friendly DPS. If you see someone alone, be ready to 滚地翻 to them to click.

Let your DPS pick up 暗夜井能量. Haste is a poor offensive stat to begin with and each stack gives us the total amount of haste we need for optimal DPS, ignoring what we start with and additional stacks on top of that.

Everyone else needs to be moving when he casts 动荡宝珠 to prevent taking a tick of damage. If one is spawned too close to the boss be sure to move it away.

Running against the 净化之力 is pointless early on, just 滚地翻 away right before the cast finishes.

TrashMore Withered packs litter this area of the dungeon including multiple out of the way packs that can be used for %. Because these packs are in sequence it is unlikely each one can be locked down so expect fairly high tank damage. The damage is mixed so trinkets are the biggest difference makers. In the next boss room are 3 large packs of s. When all of a pack is killed, a pack of larger spiders called s will drop from the ceiling and become attackable. Once all 3 packs of those are killed, the boss will drop to the middle of the room and become attackable. Typically a pull will involve pulling all spiderlings and AoEing them down and then pulling half or all of the larger spiders afterwards.

s have a tiny health pool and their only ability is exploding for massive damage several seconds after they die. These are immune to knockbacks. Sanguine: Kite as they die along the outside of the room.

Bolstering: Pulling all of these can very easily results in a lot of wasted time if the AoE is even slightly uneven.

Explosive: Because these are so spread out, the room will already be completely riddled with an unassailable amount of Orbs by the time everything is grouped up enough to AoE. Splitting these pulls up is advised.

deals moderate tank damage but the most obvious threat is when they leap onto players to channel 吞噬. The group has to stack to prevent these from spreading wild and separating the group. When most of these have jumped onto a player and are channeling, stun them to cease the damage on the group. They will not jump again for some time after interrupted in this way. These are immune to knockbacks.

Sanguine: Do not kill these in the middle of the room if planning on pulling the boss right away after. Make sure your group is moving out as they begin dying.

Bolstering: Pulling all of these can be very reckless, especially if one jumps slightly out of the group because of poor positioning. Split this into 2 pulls.

will spawn from above periodically throughout the fight but is only attackable when it lands on the ground. Go to where it is landing and make sure it is picked up right away. Other players should not stand in melee range of these when they land as they do not have a threat target.

Avoid moving through 虚空毒液 and make sure there is a clean area under the boss so no one is gripped into death by 缠绕之网.

TrashThe demon wing of Arcway is dense with difficult trash. Beyond needing high coordination to make sure all interrupts are taken care of, the healing required is generally very high. When facing s use a heavy magic damage tank set including 大宗师之魂. It is possible to skip most of the Demon Wing by having a stealther with a resurrection ability go into the boss room while everyone else dies fairly close to the ledge. The healer gets ressed and then mass resses everyone else, skipping most of the trash.

has 4 interruptible casts, 3 of which are much more than simple damaging abilities and should most likely be interrupted every time. Its primary cast, 混乱之箭, does high damage to its target. This can be broken by LoS and it should always target the tank. Consider stepping out of LoS at the end of their casts if damage intake is too high. Warlocks will usually enslave one of these and keep it through most of the dungeon to provide 军团烙印 to the group.If 传送门：阿古斯 is allowed to cast, pick up the imps that spawn from the portal. The caster dying does not cancel the portal.

If 军团烙印 is allowed to cast it should be dispelled or stolen from the buffed enemy. If not available be sure to use a defensive if the increased damage intake is too high.

恶魔飞升 is by far the most important ability to interrupt. If it is allowed to cast it is vital that the buff be dispelled from the caster. If the caster dies with this buff active it will heal to full, double its health, and begin doing massive damage to the group periodically. If the caster turns into a Fel Hound point it away from your group. If it is the Overfiend transformation, move out of 邪能燃烬 every time it is cast.

will cast on the tank an ability that creates a patch of fire. Avoid standing on other players. His 邪能打击 ability can be outranged by your group and will target you if no one else is available. has 2 casts that it will choose between regularly which can both be countered by use of LoS. This mob is completely immune to CC except for 死亡之握 type displacements which can be used to interrupt its casts (not available to Brewmaster but if a DPS DK is in the group this can be of use).

野兽之眼 is targeted at a specific player and the person targeted by this (not the tank) should move out of LoS before it finishes the cast as the cast will fail and it will not recast. This ability has a 40 yard range and the tank will be chosen 100% of the time if no other group member is in range or in LoS. These Eyes can easily overwhelm the tank if it is allowed to spawn on them more than a couple of times at most.

末日预言 is its other cast and can also be avoided by LoS or outranged. No one that isn't the tank should ever get hit without a large defensive.

Bolstering: This enemy is the most dangerous of any you would pull with it so should be the focus regardless, however it also has more health than anything it would be pulled with.

Teeming: There are now 2 of these before making this pull extremely dangerous. This is a good spot to use big CDs like Bloodlust.

have a tiny health pool and will use an attack on the tank that does physical damage and is dodgeable but will not grant or remove stacks of 醉拳大师. Because of this, once we reach 3-4 stacks these enemies stop doing damage as long as we are facing them.

Sanguine: These will not move when casting and will cast when the tank is in LoS. These will start out spread enough not to heal each other with Sanguine but if they need to be moved it can be done with LoS.

Bolstering: Avoid pulling these with anything else unless you have a DPS than can slowly tick them down when they're not grouped like a Warlock or Boomkin. Do not bring these into another group of enemies.

will Mortal Strike the tank which can be very scary for a Brewmaster. When you see this debuff be ready to use a strong defensive. It will also cast an 粉碎践踏 which is dodgeable. Try to use 幻灭猛击 and 火焰之息 during the cast of 粉碎践踏 to increase the chances at dodging it. has 2 casts that can and should be interrupted by CC if there is a melee in the group. If there is no melee DPS, Bladestorm can pretty easily be eaten without a problem as it only does about the same as her melee attacks. 邪能风暴 will disrupt your ranged DPS and should be interrupted while dodging the swirls it spawns.

Incoming tank damage isn't especially high during this fight except from his 邪恶重击 ability which deals very high damage to everyone but is dodgeable. That said, T21 2pc and 萨萨拉比姆遗失的外套 can very nearly guarantee a dodge and I recommend wearing both along with a heavy ST DPS set.

Do not put your back to a 邪能裂痕. If too many 邪能裂痕s are spawning around the boss, move him.

Dodge 暗影鞭笞 and consider moving the boss to a more open area if there are melee in the group as it can be difficult to dodge the 轰炸s in cramped quarters.

s fly around the room but will land in pairs (not necessarily on top of each other) and need to be tanked when they land.

Maximize your chance to dodge when he casts 邪恶重击 with 火焰之息 and 幻灭猛击 as well as using a brew for the 10%.

If the patrol was skipped coming to this boss, be aware that it will come about 15 yards into the room and that area should be avoided.

Incoming tank damage in this fight relies on good interrupts and good positioning but is extremely low when done correctly. Use a full ST DPS set.

加速冲击 needs to be interrupted consistently. If a mage is in the group this can be allowed to cast at the beginning of each phase for a significant DPS increase from the stolen buff. If allowing these to cast be sure to use a CD like 躯不坏 or 壮胆酒.

Keep the boss positioned away from exploding s. Always watch for where they are drifting to and find the open spots.

Take the boss between 力场炸弹s or against the wall so that it passes through you quickly instead of carrying you with it. Run against it if being carried out.

At 50% players will be teleported to one of the previous boss rooms with varying level of time needed to return. s will channel 时空枷锁 on a random player when engaged and should be interrupted immediately. These will also gain Breach while in combat and should be kept still, away from the group. Most of these can be skipped one way or another but usually just walking around them is viable. To get specific about these spawns:'s room is the best starting place. All Time Wraiths can easily be walked around. Use 分筋错骨 on the 1st one to freeze it in place while your group goes around. The next Time Wraith should be patrolling to the right and can be ignore. CC the next Wraith and go around right or left. It should be trivial to walk past the next wraith and go to the boss.

s' room is the 2nd best start. The 1st Time Wraith can be CC'd when it is a bit to the right and skipped to the left. The next Wraith has a very long patrol and should be coming down the stairs when you arrive. Avoid it by staying back from the stairs and letting it pass to the right before continuing. The 3rd Wraith can be CC'd and skipped running left or right but the window is smaller and this is likely to get pulled.

's room is the same as 's room except there is 1 Wraith that will patrol down that hallway that should be killed.

's room has 2 Wraiths to kill before arriving at the skippable ones at the end of 's path.

There is a strategy to this intermission phase which is highly effective when running a triple ranged DPS comp. The boss will only begin the next phase once someone enters the circle around him. The s that spawn during this phase do negligible damage and DPS can simply tunnel the boss by having no one step into the circle until the boss's cast is nearly complete. Failing to step into the circle in time is a wipe.Avoid standing on DPS when the next phase begins and don't get assassinated by players with 不稳定的魔法.

迷踪步 is effective against some of the trash but will yield less of a result against bosses than 幻灭连击 simply because of how much magic damage most of them will do.

扫堂腿 is completely superior to 平心之环 in this dungeon as many enemies are immune to knockbacks.

TrashTo begin the dungeon there are 2 packs of Blobs that are both incredibly dangerous and time consuming to deal with. There is also a that will be patrolling away from the entrance to the left at the beginning of the dungeon. Skipping these packs is HIGHLY RECOMMENDED. One simple skip involves waiting for the to move far enough away that you can 滚地翻 through the 2 packs and pull them away from your group so they can run past. When your group is in a safe position you can let yourself die and be resurrected to continue on through the rest of the dungeon.

's should be tanked away from the group so they avoid the damage from 软泥爆炸. They will split into 4 s which cast the same ability 软泥爆炸. Each will also split into 4 which do not have any special abilities. Bolstering: and will bolster other nearby enemies. All other death effects are triggered as well. This trash already had enough reason to skip it.

Necrotic: The massive amount of enemies that spawn will cause stacks to go very high very quickly. Make sure to kite/CC when reaching a dangerous amount of stacks. Do avoid kiting or too close to your healer and ranged DPS as they should easily be able to outrange the damage from 软泥爆炸.

will leap to a player and begin channeling 吞噬. It will continue to melee attack a target in range and it is advised you always follow it when your group has a melee DPS. The poison debuff applied by melee attacks 腐蚀 should be dispelled every few stacks with 清创生血. are single enemies that are scattered throughout the dungeon with long, set patrols. These can be pulled with ranged abilities without pulling anything else in the dungeon as they are not linked with anything at all. Their ability 折磨 is broken by LoS and it is highly advised that the group chain interrupts as long as possibly after the 1st 1 or 2 casts get off, then LoS each cast until stacks wear off. These enemies will not move while casting but will chase tanks if they go out of range or out of LoS. Avoid letting these enemies chase you into your group's cover. Immune to CC.

The demon wing of Arcway is dense with difficult trash. Beyond needing high coordination to make sure all interrupts are taken care of, the healing required is generally very high. When facing s use a heavy magic damage tank set including 大宗师之魂. It is possible to skip most of the Demon Wing by having a stealther with a resurrection ability go into the boss room while everyone else dies fairly close to the ledge. The healer gets ressed and then mass resses everyone else, skipping most of the trash.

has 2 casts that it will choose between regularly which can both be countered by use of LoS. This mob is completely immune to CC except for 死亡之握 type displacements which can be used to interrupt its casts (not available to Brewmaster but if a DPS DK is in the group this can be of use). 野兽之眼 is targeted at a specific player and the person targeted by this (not the tank) should move out of LoS before it finishes the cast as the cast will fail and it will not recast. This ability has a 40 yard range and the tank will be chosen 100% of the time if no other group member is in range or in LoS. These Eyes can easily overwhelm the tank if it is allowed to spawn on them more than a couple of times at most.

末日预言 is its other cast and can also be avoided by LoS or outranged. No one that isn't the tank should ever get hit without a large defensive.

Bolstering: This enemy is the most dangerous of any you would pull with it so should be the focus regardless, however it also has more health than anything it would be pulled with.

Teeming: There are now 2 of these before making this pull extremely dangerous. This is a good spot to use big CDs like Bloodlust.

has 4 interruptible casts, 3 of which are much more than simple damaging abilities and should most likely be interrupted every time. Its primary cast, 混乱之箭, does high damage to its target. This can be broken by LoS and it should always target the tank. Consider stepping out of LoS at the end of their casts if damage intake is too high. Warlocks will usually enslave one of these and keep it through most of the dungeon to provide 军团烙印 to the group.

If 传送门：阿古斯 is allowed to cast, pick up the imps that spawn from the portal. The caster dying does not cancel the portal.

If 军团烙印 is allowed to cast it should be dispelled or stolen from the buffed enemy. If not available be sure to use a defensive if the increased damage intake is too high.

恶魔飞升 is by far the most important ability to interrupt. If it is allowed to cast it is vital that the buff be dispelled from the caster. If the caster dies with this buff active it will heal to full, double its health, and begin doing massive damage to the group periodically. If the caster turns into a Fel Hound point it away from your group. If it is the Overfiend transformation, move out of 邪能燃烬 every time it is cast.

will cast on the tank an ability that creates a patch of fire. Avoid standing on other players. His 邪能打击 ability can be outranged by your group and will target you if no one else is available. have a tiny health pool and will use an attack on the tank that does physical damage and is dodgeable but will not grant or remove stacks of 醉拳大师. Because of this, once we reach 3-4 stacks these enemies stop doing damage as long as we are facing them.

Sanguine: These will not move when casting and will cast when the tank is in LoS. These will start out spread enough not to heal each other with Sanguine but if they need to be moved it can be done with LoS.

Bolstering: Avoid pulling these with anything else unless you have a DPS than can slowly tick them down when they're not grouped like a Warlock or Boomkin. Do not bring these into another group of enemies.

will Mortal Strike the tank which can be very scary for a Brewmaster. When you see this debuff be ready to use a strong defensive. It will also cast an 粉碎践踏 which is dodgeable. Try to use 幻灭猛击 and 火焰之息 during the cast of 粉碎践踏 to increase the chances at dodging it. has 2 casts that can and should be interrupted by CC if there is a melee in the group. If there is no melee DPS, Bladestorm can pretty easily be eaten without a problem as it only does about the same as her melee attacks. 邪能风暴 will disrupt your ranged DPS and should be interrupted while dodging the swirls it spawns.

Incoming tank damage isn't especially high during this fight except from his 邪恶重击 ability which deals very high damage to everyone but is dodgeable. That said, T21 2pc and 萨萨拉比姆遗失的外套 can very nearly guarantee a dodge and I recommend wearing both along with a heavy ST DPS set.

Do not put your back to a 邪能裂痕. If too many 邪能裂痕s are spawning around the boss, move him.

Dodge 暗影鞭笞 and consider moving the boss to a more open area if there are melee in the group as it can be difficult to dodge the 轰炸s in cramped quarters.

s fly around the room but will land in pairs (not necessarily on top of each other) and need to be tanked when they land.

Maximize your chance to dodge when he casts 邪恶重击 with 火焰之息 and 幻灭猛击 as well as using a brew for the 10%.

If the patrol was skipped coming to this boss, be aware that it will come about 15 yards into the room and that area should be avoided.

TrashIn the next boss room are 3 large packs of s. When all of a pack is killed, a pack of larger spiders called s will drop from the ceiling and become attackable. Once all 3 packs of those are killed, the boss will drop to the middle of the room and become attackable. Typically a pull will involve pulling all spiderlings and AoEing them down and then pulling half or all of the larger spiders afterwards.

s have a tiny health pool and their only ability is exploding for massive damage several seconds after they die. These are immune to knockbacks. Sanguine: Kite as they die along the outside of the room.

Bolstering: Pulling all of these can very easily results in a lot of wasted time if the AoE is even slightly uneven.

Explosive: Because these are so spread out, the room will already be completely riddled with an unassailable amount of Orbs by the time everything is grouped up enough to AoE. Splitting these pulls up is advised.

deals moderate tank damage but the most obvious threat is when they leap onto players to channel 吞噬. The group has to stack to prevent these from spreading wild and separating the group. When most of these have jumped onto a player and are channeling, stun them to cease the damage on the group. They will not jump again for some time after interrupted in this way. These are immune to knockbacks.

Sanguine: Do not kill these in the middle of the room if planning on pulling the boss right away after. Make sure your group is moving out as they begin dying.

Bolstering: Pulling all of these can be very reckless, especially if one jumps slightly out of the group because of poor positioning. Split this into 2 pulls.

Tank damage in this fight is low so defensive gear isn't necessary. Wear a heavy ST DPS set. Many groups will choose to use a Bloodlust for this boss and may skip it to do some more of the instance before coming back.

Keep the boss tanked in the middle of the room so that ranged DPS can spread to opposite sides of the room and there is the most possible space for them to move away from their partner during 缠绕之网.

will spawn from above periodically throughout the fight but is only attackable when it lands on the ground. Go to where it is landing and make sure it is picked up right away. Other players should not stand in melee range of these when they land as they do not have a threat target.

Avoid moving through 虚空毒液 and make sure there is a clean area under the boss so no one is gripped into death by 缠绕之网.

TrashThis wing is the beginning of the Withered packs that dot the rest of the instance and can either be very easy when properly controlled or very dangerous. Tank damage in these packs is not especially high unless you are pulling 4+ s in which case you should absolutely wear 大宗师之魂.

s primary threat is their cast 奥术之灾 which will target random players in range and should be interrupted. If their other cast, 变流, is allowed to go off it should be dispelled or stolen if relying on individual interrupts since they are immune while buffed. Generally speaking the best way to do these packs is to pull large and cycle CC so they are never allowed to cast 奥术之灾. By the time the CC cycle is over there should be enough dead that individual interrupts can cover enough 奥术之灾 casts to keep the group safe.

will often accompany these packs and have more health than s by more than 50%. 虹吸精华 needs to be interrupted every time before it starts channeling. These will create a 坍缩裂隙 on the tank periodically which needs to be moved out of and is capable of hitting you from great distances and ignores LoS. Do not stand on other players even if out of range as it can easily kill them. Avoid spawning these in spots where your group would have to run through them to advance. Bolstering: Significantly more HP than Fiends, these need to be the priority.

The magic damage on the tank in the next boss room can be extreme. Wear 大宗师之魂 and consider other defensive trinkets. The biggest damage spikes are not telegraphed but can be anticipated with practice so absorb trinkets can be very effective.

s are only present in this room and can quickly wipe the group if allowed to cast 漩涡之眼. Make sure that cast is interrupted and move the entire pack out of the 迅捷领域 these spawn. If you choose to stand in the 迅捷领域 yourself make sure not to stand on your allies as the Withered Manawrath will still cast 坍缩裂隙 on the tank.

will alternate between dealing high tank damage with their ability 虚空伤口 to doing nothing at all while channeling 奥术屏障. Point these away from the group to prevent a lot of extra movement trying to hit these during 奥术屏障. It is very possible to kite these when they are not channeling to avoid taking the large hits, however this will slow the group down a bit since all the enemies in these packs have frequent casts and will not keep up.

This boss hits like a wet noodle and gives a ton of haste throughout the fight. Wear a pure ST DPS setup.

Be ready to click a 隔离区 on a friendly DPS. If you see someone alone, be ready to 滚地翻 to them to click.

Let your DPS pick up 暗夜井能量. Haste is a poor offensive stat to begin with and each stack gives us the total amount of haste we need for optimal DPS, ignoring what we start with and additional stacks on top of that.

Everyone else needs to be moving when he casts 动荡宝珠 to prevent taking a tick of damage. If one is spawned too close to the boss be sure to move it away.

Running against the 净化之力 is pointless early on, just 滚地翻 away right before the cast finishes.

TrashTank damage should never be high in this wing until reaching the boss so feel free to wear a heavy AoE DPS set.

should never be allowed to complete either of its casts as they can both have disastrous effects. It will begin casting 相位裂隙 right away but will only begin casting its heal, 奥术复原, at 50%. The 2 s at the end of the hall are not linked together and can be pulled separately.

will cast the same healing ability, 奥术复原, at 50%. It will periodically spawn very dangerous s. Move at least a solid 10 yards away every time they spawn and get them slowed with 醉酿投 as soon as they spawn. Do not stand in the path of 奥术切割者. Immune to CC.

have a tiny health pool and will constantly spam cast its only ability as long as there is a valid target in range and in LoS. The 1st group of these is completely linked on the left and right sides and should be pulled back to a spot where your entire group can LoS so they group up quickly. Dodge the swirls that spawn under your feet. Sanguine: Because these do not move as long as they are able to cast it is very easy to heal a couple of these to full on a large pull. If a displacement is not available your entire group can move out of LoS to move them out of pools.

Bolstering: Pulls with s and Wyrms must be approached with some finesse in order to be efficient. Because the s don't move while casting, a player can "freeze" the Wyrms where they are by staying in LoS while the rest of the group can be out of range focusing on the s.

Explosive: Trying to kill Orbs with a pack this large is a huge time expenditure and risk. Your entire group should focus the Wyrms early and LoS any early Explosives that spawn.

This boss is arguably the hardest for Brewmaster Monks to tank in all Legion Dungeons. His Magic Damage output on the tank is very high and nonstop until the fight is over. 大宗师之魂 is a requirement. 阿克蒙德的重生之恨 is highly advised as well as any other defensive trinkets. Mastery is a useless defensive stat in this fight.

Where starts the fight is the exact point he will teleport to when he casts his channel, 法力超载. This needs to be interrupted as close to instantly as possible to avoid the boss doing even more damage. This cast will start off very long and easy to interrupt but as the fight goes will get faster and faster to the point where he will gain 25% damage and haste over 1s. There is an interrupt technique that melee and hunters can do where they turn their back towards or go out of range of the boss to face/be in range of his teleport spot. They can spam their interrupt and it will only go off once he teleports, near instantly interrupting the cast. This is not necessary for the 1st pair of casts at all but is a vital technique in high keys, especially in Tyrannical.

His tank nuke 奥术冲击 can be interrupted but he will begin recasting right away. It's good to interrupt this at the last possible moment and you want as many people interrupting as possible while always having one assigned to 法力超载.

Players with 虚空链接 must not cover where the boss teleports to or in the vicinity. Try to form at tight a shape as possible or as flat a line as possible away from the boss.

Though 奥术冲击 technically has a 40 yard range, the boss will chase the tank when going beyond about 15. Keep this in mind for repositioning the boss slightly away from his teleport point as well as moving him from poorly placed 虚空链接 zones. In desperation mode this boss can be kited for a while using 滚地翻/真气突, 魂体双分, and our default quickness.

If a melee is afflicted with 动荡魔法 try to let them keep hitting the boss by moving away from them in the last couple seconds before it explodes.

Save a defensive CD for towards the end of the fight if the boss is allowed to get too many stacks.

TrashMost groups will at this point return to the center of the dungeon between and 's rooms and finish their % before pull the last boss. A will patrol around the circle and should be avoided unless it is blocking your path to the right. Going left means engaging s and is not advised.

s have a tiny health pool, will fixate random players, and cannot be tanked after the 1st couple of seconds. Use 平心之环 or 扫堂腿 to keep them together as much as possible to make AoE DPS more effective. The disease debuff they apply when close to their targets can and should be dispelled by 清创生血 if the stacks are too high. Avoid casting 清创生血 on yourself if you only have a couple of debuffs as a dispel on another player can easily save their life. Sanguine: Because these die so quickly it is important to ready knockbacks to push other rats out of the pools as it's really easy to completely heal a handful when they are slowed in pools.

Bolstering: Make sure the is nowhere near these when they die.

Explosive: Trying to kill Orbs with a pack this large is a huge time expenditure and risk. Your entire group should focus the rats early and LoS any early Explosives that spawn.

Incoming tank damage in this fight relies on good interrupts and good positioning but is extremely low when done correctly. Use a full ST DPS set.

加速冲击 needs to be interrupted consistently. If a mage is in the group this can be allowed to cast at the beginning of each phase for a significant DPS increase from the stolen buff. If allowing these to cast be sure to use a CD like 躯不坏 or 壮胆酒.

Keep the boss positioned away from exploding s. Always watch for where they are drifting to and find the open spots.

Take the boss between 力场炸弹s or against the wall so that it passes through you quickly instead of carrying you with it. Run against it if being carried out.

At 50% players will be teleported to one of the previous boss rooms with varying level of time needed to return. s will channel 时空枷锁 on a random player when engaged and should be interrupted immediately. These will also gain Breach while in combat and should be kept still, away from the group. Most of these can be skipped one way or another but usually just walking around them is viable. To get specific about these spawns:'s room is the best starting place. All Time Wraiths can easily be walked around. Use 分筋错骨 on the 1st one to freeze it in place while your group goes around. The next Time Wraith should be patrolling to the right and can be ignore. CC the next Wraith and go around right or left. It should be trivial to walk past the next wraith and go to the boss.

s' room is the 2nd best start. The 1st Time Wraith can be CC'd when it is a bit to the right and skipped to the left. The next Wraith has a very long patrol and should be coming down the stairs when you arrive. Avoid it by staying back from the stairs and letting it pass to the right before continuing. The 3rd Wraith can be CC'd and skipped running left or right but the window is smaller and this is likely to get pulled.

's room is the same as 's room except there is 1 Wraith that will patrol down that hallway that should be killed.

's room has 2 Wraiths to kill before arriving at the skippable ones at the end of 's path.

There is a strategy to this intermission phase which is highly effective when running a triple ranged DPS comp. The boss will only begin the next phase once someone enters the circle around him. The s that spawn during this phase do negligible damage and DPS can simply tunnel the boss by having no one step into the circle until the boss's cast is nearly complete. Failing to step into the circle in time is a wipe.Avoid standing on DPS when the next phase begins and don't get assassinated by players with 不稳定的魔法.

幻灭连击 is generally superior for boss damage, though 迷踪步 is still strong against trash and the 2nd boss.

扫堂腿 is nearly mandatory for this dungeon since stuns are so vital for disrupting casts.

TrashTo begin, on either side of the group are completely unnecessary enemies that should probably not even be looked at. Down the middle are 2 patrols, 2 stationary groups channeling on the boss, and another mixed group of 3 at the beginning with pairs of blobs in the corners of the arena. Mixing the blobs with other enemies in this area can get very spooky and is best avoided. You can avoid the blobs to the left by entering the arena just to the right of the 3 pack in front. When the 2 stationary groups are defeated, the boss will drop to the arena and become attackable. The damage from in this area is mostly Magic and comes in burst and should be countered with 大宗师之魂 and a defensive trinket, ideally some sort of absorb that can be used during enemy casts to preempt the damage.

WARNING! LARGE BLACK POOLS ON THE GROUND WILL EMPOWER ENEMIES THROUGHOUT THE INSTANCE W/ VOID INFUSION WHILE THEY STAND WITHIN THEM!

make up the majority of trash before the 1st boss and are quite devastating towards tanks, especially in numbers. They will cast 黑暗凋敝 on their target periodically and taking any more than a couple at once without a cooldown is likely death. These can get synced up when they are stunned together, dealing devastating damage if not prepared for it. That said, a common strategy in this room is pulling everything that's not a in the arena together and purposefully syncing up their nukes so that you can prepare multiple large CDs to survive everything at once rather than constantly being battered. Their other cast 吞噬精华 targets a random player and needs to be interrupted immediately as it will obliterate anyone that isn't the tank in seconds.

are the other portion of the trash and are effectively the same damage output on the tank as . They will cast 消除烙印 on their target periodically which will deal equal damage to the 's 黑暗凋敝. The combined debuffs from these effects can put a lot of strain on you and the healer, strongly consider using CC AFTER these casts go off to allow the healer to catch up. Their other cast 压制力场 won't target the tank but it can target melee so avoid kiting enemies far away from them if it can be helped.

apply an insanely hard hitting Magic DOT 腐蚀之触 with their auto attacks on a short cooldown. At 5 stacks this will 2 shot a tank in high keys and must be kept under control with dispels and kiting. Bolstering: These have very low HP and should be pulled with care. If these must be pulled with other mobs consider separating them and having them killed outside of bolstering range.

After the s channeling on the boss die he will drop to the floor and become attackable. The only time he does any tank damage is when he casts his main ability 残杀, but the magic damage is so high that it needs to be played around. Wear 大宗师之魂 and a strong defensive trinket. 风暴烈酒的背水之战 gets a mention for being very powerful if chosen for the shadow phase.

Begin with the boss on the edge of the arena to spawn the pools from 残杀 out of the center of the room. 残杀 will spawn the pools on the tank's position when the cast finishes which means this can be gamed with burst movement abilities like 魂体双分 and 滚地翻 to stack the pools and conserve the most space. This is a very risky maneuver as he will gain 100% increased damage while he stands in these pools. With practice however, you can keep him on the edge of a previous pool and move in at the last moment without buffing him. Stacking pools is not always possible as can spawn along where the 1st pool was placed making this maneuver far too risky to be worth.

虚空之掌 won't target the tank's position but should be dodged if you ever find yourself in its path.

Be sure to be topped or have a strong enough defensive rolling when he casts 残杀.

s will spawn along the edges of the room before his 2nd 残杀 in each phase 1. Keep the boss away from to prevent 黑暗驱逐 while also making sure 残杀 pools are spawned on the outside of the room. These will also leave trails with the same effect as the pools from 残杀 via 暗影喷射.

If sent into the Void Realm during his 2nd phase, quickly gather at least 10 s and kill them. Be aware they will explode for moderate damage when they die but you should easily live the damage if you are above 35% health since you will gain a free 玄牛之赐 orb. Once 10 have died near you, an extra action button 虚空裂缝 will become available that should be used right away. Warn your team a couple seconds before you finish all of the adds.

If not chosen to enter the Void Realm, help keep s slowed with 醉酿投 and DPS them down.

If fixated you can face tank it while getting knocked away from or kite the boss away from s.

TrashAfter Zuraal dies and you are through the RP to the next area you must kill 3 s to summon the next boss. If a is out of combat for long enough it will target every player with 虚空碎片, dealing damage and summoning s. These will always chase players even if no one is near them and will pull other enemies and so need to be picked up and killed before moving through an area with a lot of enemies. Once the s are down you will need to clear enough room in the 2nd boss's arena to safely pull. Tank damage isn't high except in packs where you are pulling huge. Even then, a lot of the damage you could take is avoidable.

spawn when the is out of combat and do Shadow Damage to tanks along with casting 破碎 which can be interrupted or avoided.

s spawn in set locations need to be engaged as quickly as possible to prevent additional add spawns. They will cast 黑暗残余 which launches 2 projectiles to be dodged. Their other cast 冥河冲击 must be interrupted every time. Immune to CC. Bolstering: This 1st is worth mentioning because he is tied to 4 s. The most effective method I've found to counter this is to have someone in your group pick up the s and kite away while you tank the . Once they are far enough they can be CC'd, kited, and killed from range before your group turns toward the .

will apply 黑暗伤痕 with their melee attacks as well as cast 毁灭打击 which everyone needs to avoid as it also stuns. will jump out of the stack onto the group with 暗影突袭 as well as apply 虚空碎裂 to the tank.Warp Stalker should be tanked facing away from your group to prevent extra damage from Dark Breath.Skyfin are neutral and patrol throughout this area of the dungeon. These should be faced away from your group to prevent extra damage and silences from Screech. will create an 不稳定的陷阱 for which the animation circle will disappear 2s before it actually detonates, so do not assume it is safe because there is no circle on the ground. They will cast 狂野召唤 which will spawn any of the 3 above beasts for a short period and need to be picked up immediately. deal an absolute ton of damage and should never be pulled. If you do get one and decide to kill it, face it away from your melee to avoid cleaving them with 壮丽挥舞. It will charge allies with 黑暗推进 so have your group spread out. It will cast 精华分裂 which spawns a much lower HP version of the same enemy that does the same damage and triggers all on death affixes such as Bolstering and Sanguine. Immune to CC. are stealthed enemies that need to be picked up the moment one is found. Tank these away from your group so you are not chaining 弧形虚空 onto them. They will deal some extra shadow damage on the tank with 虚空之怒 but it doesn't do enough to worry too much about.

Tank damage is fairly high here though Leech items really shine because of how much damage we are capable of doing on 2-3 targets. Wear an armor trinket but otherwise a DPS set with perhaps a little leaning towards Leech if available.

and his pets share health and all damage is effective damage. Keeping them grouped up should be your goal and that will often mean chasing around traps to get to him. Move about the battle carefully and be patient if waiting for some traps to clear before bringing everything together.

Assign a primary interrupt and have backups for 's 恐惧尖啸. It cannot be allowed to cast.

will never be tankable as he spends all his time hitting players with 暗影突袭 and channeling 黑暗肆虐. The closer together your group is the less distance you will have to cover while chasing .

will spawn many 虚空陷阱s around himself and players which must be avoided. (Shoutout to for making these much easier to see). He will occasionally cast 过载陷阱 which will do damage to a larger radius than the trap itself so be careful that you are not too close to these.

After casting 幽影侧击 the boss will return and do very high damage for a few moments thanks to 猎人冲动 causing extra attacks from 黑暗鞭笞. Use a defensive when he is coming back from this attack.

TrashAll of the trash before the 3rd boss deals very heavy magic damage and 大宗师之魂 is recommended along with an absorb trinket. All humanoid enemies must be cleared from the 3rd boss's room. The patrol in this room should be pulled before the other 2 humanoid packs in case you find yourself too slow to kill them as an ambush by the patrol is likely a wipe.

will deal a hefty amount of damage after a short delay with with their cast 熵能迷雾. This can is the lowest priority for interrupts in this entire room. They will also debuff other players with 腐蚀虚空 and will have to be healed through which means you will need to watch yourself more carefully and be ready to use a CD if too much damage is going out.

have a chance at spawning in the 3rd boss's room and will come paired with a which will despawn when the Conjurer dies. While the doesn't have any abilities to worry about, the Conjurers themselves have several. 虚空裂缝 must be interrupted every time or it will add another constant source of damage until the Conjurer dies. 虚空散射 will target a player but can be moved out of before the cast finishes. 幽影箭矢 will target anyone in the group and is not a priority to be interrupted.

need a dedicated interrupt assigned to 黑暗拼接 which will 1 or 2 shot most players. 黑暗物质 will spawn a short lived add that must die before its cast finishes or it will wipe the group. Everyone needs to switch and burn this down or get behind LoS to avoid the damage. It will cast 精华分裂 which spawns a much lower HP version of the same enemy that does the same damage and triggers all on death affixes such as Bolstering and Sanguine. Immune to CC. Bolstering: These have more health than anything else in the room and should be the focus.

Tank damage is high and constant through this whole fight. Wear 大宗师之魂 and an absorb trinket.

Assign interrupts to the 2 major casts 黑暗咆哮 (lines up well with a 24s interrupt) and 永恒暮光. I will usually take 永恒暮光 as it will let me interrupt the boss to move him when tentacles spawn.

3 s will spawn at a time and you need to keep the boss on top of as large a clump of these as you can find. Help kill these and if not assigned an interrupt you should kick as many casts as you can. These will do a ton of damage to the group so be ready with a defensive if your healer is unable to keep up with the damage going out.

Run against 混沌原力, do not let yourself be pushed out of the ring and take damage from 崩塌虚空.

At 100 insanity 2 s spawn and make the boss immune while he casts 永恒暮光. Use 醉酿投 on the boss to hit both of these at once but otherwise focus one down. Try to get the interrupt at the last moment.

TrashOnly 2 major enemies remain along with respawning s. The RP for the last boss is typically triggered by killed both of the s in the next room but can be triggered early by moving to the stage.

This boss is a DPS race to kill her before she gets too many stacks of 黑暗滋生 becoming effectively unhealable. Wear a full DPS set to help with this but be mindful that tank damage is definitely not low in this fight. Be smart with your defensives and let immunities help you soak during the add phase. (Avoidance reduces almost all the magic damage from the boss and s)

The fight will begin with spawning a portal to the left along with a and a stream of 3 s at a time that must be picked up immediately. The s will cast 绝望碎片 that will land somewhere in the room that must be soaked or the group wipes. This can be difficult for you because of the add spawns that have to be picked up, but an immunity should not be wasted on this one since it is just a solo.

In the 2nd add phase there will be adds spawning from both sides of the room and 2 s which make soaking alone impossible and even soaking one is extremely difficult because of the now 6 adds spawning at a time from opposite sides of the room. Make sure your group is together as much as possible to make this easier.

When any adds die they will spawn a pool of 痛苦残渣. Try to keep enemies out of this as much as possible so melee have room to work.

When the (s) are dead, Alleria will cast Dark Torrent into causing 反冲. The 2nd 反冲 is where most groups will choose to use Bloodlust as it will carry over into the last phase.

After the 2nd 反冲 the boss needs to be tanked to one of the sides of the stage and everyone should line up, moving to the other side when 群体突袭's cast finishes. You do not need to wait for the animation to clear up, it is safe right away. The group should only have to move the width of an 百花齐放 or similar ground heal to avoid these.

Your healer will be struggling mightily toward the end of the fight and you should start chaining CDs to reduce your damage taken a bit to help out.

迷踪步 greatly reduces damage taken from the 1st boss and most of the trash and is a very strong choice in this dungeon should you need the survivability. 2 bosses have vulnerability windows that make 幻灭连击's damage even stronger than normal as well.

TrashAll of the trash before the 1st boss can be very dangerous to the tank, especially pulls with as they will do a lot of tank damage. These are good packs to use 铁砧硬化裹腕 and an armor trinket. Make sure your group is coordinating CC to prevent some of the group wipe abilities that happen.

will hit the tank with 致命打击 and gain 恶魔变形 at 50% HP. Not a lot to these besides high tank damage but they will slow you.

will primarily cast 腐蚀 on a random player as well as periodically cast 梦魇, which should always be interrupted. Get the 腐蚀 interrupts you can without ever letting 梦魇 go off. Sanguine: These can be a pain to move since they are casters but will react very strangely to being LoS'd, sometimes just standing still until you move back into sight. Move them after interrupts and use 嚎镇八方 to move them faster.

will 滑行 every couple of seconds as well as 顺劈斩 constantly. This is a frustrating and very hard hitting enemy that will force you to constantly reposition to keep it from hitting your melee. will do a ton of damage to the tank with 二连击 as well as charge a random player while throwing 战刃s out behind her. This charge does a lot of damage and hits anyone in its path so no one should be in line with each other. At 50% she will cast 恶魔变形 which gives her 献祭光环 and lets her cast 邪能引爆, spawning traps that need to be avoided as they will periodically trigger on their own and will do damage beyond their trigger range. She is immune to most CC but 恶魔变形 can be delayed with some CC like 分筋错骨, 龙息术, or 致盲 but the timing is tight and she will recast it fairly shortly after.

Bolstering: Has way more HP than anything else here and should be pulled alone.

Sanguine: Has a tendency to stutter or stop moving if one of the 战刃s she throws gets stuck in a wall, try not to let things die on top of her.

Raging: Her damage will be enormous at low HP, your group should save offensive and defensive CDs for after she gains 恶魔变形.

should die very quickly but will cast 燃烧的沥青 and 灼热吐息 which can both be easily dodged or interrupted.

Bolstering: Very low HP so shouldn't be pulled with anything else.

Explosive: Only pull 1 side at a time and try to LoS early spawning Fel Explosives rather than trying to kill them all on a pack this large.

should be faced away from the group so they don't have to worry about 震耳尖啸. are the most important enemies to watch in this part of the instance because their 2 casts are deadly to the group. 邪能凝视 needs to be canceled with CC or knockbacks just after the cast finishes and channel begins or it will recast immediately. At 50% he will gain 恶魔变形 and cast 释放怒火 instead which must be interrupted every time.

Tank damage is insane on this fight but the majority of it is dodgeable making Mastery gear really strong. 阿克蒙德的重生之恨 is a good safe choice here though you could go with 大宗师之魂 instead or as well.

黑暗打击 hits very hard and you will want to have a defensive rolling during his 1st transformation when he is buffed with this. He will gain 黑暗能量 if you don't have 铁骨酒 up so just don't let that drop.

Early in the fight he will cast 猛鹫 on a ranged player, throwing his glaives and casting 狂怒冲击 which needs to be interrupted. If your ranged players are standing near a wall (not in line with each other and the boss) there is a great chance one of his glaives gets stuck on the wall, making him stop attacking for a brief period. Watch the glaives coming back since they do hurt.

At 80% he'll transform into his Vengeance form during which he will take 25% less damage. His glaives will start rotating around the room and the 邪能锁链 does insane damage if you touch it. If you don't have another melee you can keep the boss near the middle of the room almost the whole fight by placing your 魂体双分 a bit to the right and then waiting for the 邪能锁链 to pass over it before teleporting there. If you do have a melee that can't do something similar then you should move the boss around in a circle around the room so they can continue DPS the whole time.

After the 1st 邪能岩弹, 2 Fel Fury will spawn around the same time as his next 邪能岩弹 cast. These do a lot of melee damage and need to be picked up immediately. Both casts do a lot of damage, Scorch to a single player and 邪能散发 to everyone, and should always be interrupted.

At 40% HP he will transform into his Havoc form during which he will do 25% more damage. Tank damage drops sharply during this phase however because he will no longer spawn additional adds except from any 邪能岩弹 that had not spawned an add yet. The damage on the group goes way up however because of 献祭光环.

He will target a random friendly with Hatred which then moves through the location of another player. Getting hit by the eye beam or the circle at the end will kill you very quickly so move away from them and stay behind him.

He will once again start 猛鹫ing towards players and cast 狂怒冲击 which just needs to be interrupted.

TrashThe trash before the next boss doesn't hit very hard but there is a ton of it in 1 pull. Wear your AoE DPS and don't face your back towards the massive pack of imps on your way to the miniboss.

will steadily spawn on either side or the middle of the next room. They have pitiful health and do not trigger most affixes such as Explosive or Bolstering. Make sure you grab all of these and taunt newly spawning ones as you fight the so they aren't disrupting your group. They'll start casting 内爆 at low HP and should be finished off before they finish the cast.

needs you to be in melee range or she will grip people in. Be at max melee range to you aren't affected by 恶臭. Whomever is targeted by 母亲的爱 should point it against a wall before the cast finishes and then move out of it.

Tank damage is generally pretty low on this fight though which 2 prisons are active that day do change that a bit. You should be fine with an AoE DPS set for all of them.

When he casts 侵蚀灵魂 you just need 碧玉疾风 to be active or to cast it then and it will remove the debuff without putting anything on CD. Just be sure you wait a moment for the 侵蚀灵魂 debuff to go away before casting something else.

Face the when they are casting 好奇凝视. This ability is finicky so you really want to make sure your character is facing directly at them until after the debuff on you fades.

At 70% and 40% he will teleport and open up a prison. I will list these as if standing where the boss is before the pull and facing down towards the middle of the room.

The near-right prison will spawn a (拦截, clears threat, needs taunts), (very dangerous, lots of group damage with 投掷炸弹 and mines, will silence players), and (Casts 暗影箭 into the tank and 腐蚀之种 which must be interrupted).

The near-left prison will spawn an (high tank damage, debuffs entire group with 石化 which needs to be dispelled by the healer constantly to keep stacks low) and 2 (throw rocks at player locations causing 石化血肉).

Far-right prison will spawn a pack of (Debuff a player with 腐蚀之触 when they die, players with this should spread out).

Far-left prison will spawn a (face away from group, interrupt 破胆怒吼), (精神鞭笞 and Mind Blast, both should be interrupted) and a (暗影冲撞, stun this cast or dodge it, and Voidbolt which should be interrupted).

TrashIf doing a very large pull here you could use 铁砧硬化裹腕 and an armor trinket to keep the damage manageable. Otherwise if keeping it small you can just wear your AoE DPS gear.

is extremely dangerous compared to the other choice and should never be pulled.

will cast 炼狱冲击 which should be interrupted as well as 自爆 when it dies. Killing these at the same time is very dangerous so you want to spread out their deaths a little.

will channel 抽取 on a random player which should be interrupted. Knockbacks won't stop their cast until they begin channeling. Sanguine: 抽取 is a really long channel if you don't interrupt it so make sure these are not sitting in sanguine because they're busy channeling.

will debuff the tank with 末日预言者的礼物 which needs to be dispelled by the healer ASAP. She will hit the tank with 穿刺 as well which just does high damage. Don't be casting when she finishes Deafening Shout. If you pull her with s they must die before her or she will buff them with 牺牲 dealing massive damage to the group.

Bolstering: She has much more health than the dogs surrounding her but none of those enemies are tied together meaning you can single pull the dogs from range using taunt and 碎玉闪电.

Tank damage isn't high here as long as you're not getting hit with avoidable damage. Wear a full ST DPS set.

The 脉冲 orbs sent out by will bounce towards the nearest player when they reach a wall. It is possible to redirect these towards the boss making him take damage and removing them from play. If you are close to the boss these will pass through you on the way out instead of hitting you. These will get faster the longer they're up and will become ridiculously hard to dodge if you aren't watching it very carefully.

纠缠凝视 will shoot out towards a player. If this is spawned under the boss you should move him after a new set of 脉冲 orbs goes out.

At points throughout the fight he will teleport and become immune while he channels 聚焦 until you redirect the 射线 towards him. The healer will be healing through 辐射 damage on the group so everyone needs to avoid the orbs while they kill the 过载ed Lens. If the mirrors redirect the 射线 into the 过载ed Lens before it dies it will kill the group. Make sure everyone is assigned to redirect the mirrors in a certain area so you aren't waiting around on getting everything adjusted.

If you don't have an immunity the tank damage here can be pretty intense when you soak 熔岩. Wear 大宗师之魂 and an absorb trinket if you are the only one that can soak but otherwise you can wear a ST DPS set.

Countermeasures should be used just after the pull to prevent the boss from doing anything early and making him 脆弱.

When he comes out he will 裂隙 right away. If you have an immunity in the group they would soak all of 裂隙 as the 2 lines converge to the boss's left. Otherwise you should soak so that the same segment in each line is open. Prefer to soak a segment that is lined up with an . Never soak more than 4 under any circumstances or you will take double damage for the remainder of the encounter or until you die.

岩浆之环 will grow for a bit and then start rotating. If this is in line with an it will get buffed because you would have to soak 6 to remove them all.

will spawn from 火山 somewhere in the room. Ideally you want to keep 烧灼 interrupted and prevent 熔岩 from hitting them, but inevitably you will get one that detonates from 热量吸收. Take the boss near s that are likely to explode so that you can DPS them down before that happens. Otherwise everyone will need to use a defensive to survive the hit.

TrashMoving down to the last boss you will want to still skip the Dreadlord miniboss. You can skip the next miniboss as well by 拉拽 him to the left up the stairs while your group runs past. Once they are through you can die and get rezzed past him as well. It is possible to run against the wall on the elevator and fall through it so be ready to use an 雪崩药剂 if you do. Pick up the 艾露恩之光 from the wall behind you and keep it until the last boss room. Nothing will take damage here unless in close proximity to that Light. Other than that the trash here does enough damage to warrant wearing an armor trinket. Bolstering: If an enemy is not illuminated by 艾露恩之光 they will not receive Bolstering from other enemies dying.

are stationary enemies that will attack with 投掷 unless they are in melee range of someone in which case they will cast 扫堂腿 and 回转踢 in a combo. You need to be in melee range of these so you are the target if there is anyone else near them. They will teleport if no one is close enough to them and you can use this to drag them to another pack. Sanguine: Because these are nearly impossible to move quickly nothing should die on top of them.

Explosive: These are often pretty far from the group so you will need to watch for Fel Explosives spawned by these.

will cast 倒钩喷吐 which deals pretty heavy damage. They will also run away when they reach about half HP before returning. This is pretty annoying and a good time to stun them so they don't scatter. will leave Razors on the ground which you should avoid. She'll also stand still channeling 拉拽 for long periods of time. If you CC her in any way her cast will be disrupted and she can move again.

Sanguine: 拉拽 doesn't have a channel you can see but does have an obvious animation and will cause the Broodmother to go stationary. Try not to kill anything on top of these but cancel her 拉拽 with CC if you do.

Tank damage is high enough to warrant an Armor trinket but anything more is unnecessary.

Everyone can stack on the boss to begin as 侵蚀之影 will only spawn near players to start. The player with 艾露恩之光 should throw it before the boss hits 75% so they don't get stunned.

自爆月刃 needs to be dodged on its way back into the boss. You can jump over this (though that is an advanced move with no benefit other than looking very cool and making your group nervous).

Never face your back towards the edge of the platform so you don't get knocked off by 扫堂腿 and 回转踢 combo. Make sure you have your 魂体双分 down in case you are knocked off and need to teleport back.

At 75% the boss will disappear and start radiating 邪能战刃s while moving slows across the platform. In her place an should be stunned and killed ASAP as it can kill players very quickly. Sometimes Cordana will throw one last 自爆月刃 that moves much faster than 邪能战刃s and everyone should be on the lookout for that. Once you have the light you can throw it at where she is or run over to her while dodging 邪能战刃s. A Hunter's 照明弹 can get her out immediately.

侵蚀之影 will spawn all over the platform now so a ranged DPS or healer should carry the light and throw it around to keep the platform clear.

At 50% she'll go immune and you'll have to dodge through 4 walls of 末日恶灵. A good rule here is never to go all the way through a hole when another wall is about to spawn unless it is all the way against the edge so you can double back if the next wall doesn't line up with where you were going.

Shortly after this phase she will spawn an at the back left corner that needs to be stunned right away so it cancels the immunity it provides Cordana. It will deal a lot of damage to the group and should be killed right away.